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

Game Master JamZilla

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The psychic's missiles of pure will slam into the small incorporeal shadow but does not halt it's advance and the slightest touch leaves a black, necrotic wound on Kazamir's arm.

The Wraith Spawn is still 'alive.'

Latest Map


Inactive

Round 2

"Hey! What if I want to play too?" Hazel calls out in challenge as her starknife begins to shine with a warm, green light. She hustles to stand next to Kaz, hoping that she might prove a suitable distraction.

Standard to active Holy Strike blessing and then moving to G13 on the map. Can't wait until I can take Quicken Blessing...


retired

Vala skirts up beside the wraith as well, reaching out with one hand. Her voice is scratchy with grief as she nears the small wraith and its childlike features become more apparent. "Oh, child. I'm so sorry this happened to you."

She then reaches out, her hand glowing slightly. "Go to Pharasma, dear. You needn't suffer here any longer now."

Healing Hex: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11for: 2d8 + 5 ⇒ (5, 4) + 5 = 14

Standard to use healing hex as a touch attack, move to move up adjacent

Status:

HP: 27/27
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +4/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets:
Current Wandering Spirit: Life
Channel Energy (3d6) used: 0/5
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (2+1+1*) | DC 16: glitterdust [ ], lesser restoration* [ ] [ ], spiritual weapon [ ]
Level 3 spells (1+1+1*) | DC 17: lightning bolt [ ], locate object* [ ], speak with dead [ ]

Ongoing Effects
protection from evil (2/10 rds)
monstrous insight (1/10 rds): +2 to hit, +2 AC vs target


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

GM:
Heya...a wraith came up in my home game, and I realized that the con drain typically comes with a fort save. IF that works for you:
fort+2 uses of inspiration: 1d20 + 1d6 + 1 ⇒ (15) + (5) + 1 = 21
...it takes 2 uses of inspration to use them for a save. Totally worth it, here! Let me know if you'll allow the save.

Thanks!


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 frowns as his spell fails and he quickly moved over to the child, looming above her with a sad but stern look. "Your time here is over. I will make sure of that." His hand glows a brilliant white and smells of burning flesh, then he places a glowing hand on the child's forehead to mark her for destruction.

Melee Touch: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


Kaz:
Sorry dude, my fault entirely. It does allow a save and yours was a success


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

GM:
No worries! I'm sure I'll be down some Con before the end of the evening!


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 trudges forward with his two-handed sword held low and ready for a cleaving uppercut. As he closes he performs a quick sign with his offhand that sets the edge of his blade aflame with pale ghostly fire.

Move to the space directly south of Constantin. Swift action for arcane strike. Standard to ready an attack if the wraith gets within range.

Readied Attack: 1d20 + 10 ⇒ (10) + 10 = 20
Damage (counts as magic): 2d6 + 6 + 2 ⇒ (5, 3) + 6 + 2 = 16


Round 2 - Enemy

1d3 ⇒ 1 Vala

Touch attack: 1d20 + 5 ⇒ (15) + 5 = 20 Hit
Damage: 1d4 ⇒ 2 and Con damage: 1d2 ⇒ 1
Vala fort: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 Fail

The flames on the wraith gutter somewhat as Zed reaches out and imparts positive energy upon it but it's demeanour does not seem to change and it reaches out as if to take Vala's hand.

Come and play with me grandma! How about hide and go seek? it says delightedly, burning cold spreading up the ladies' arm.

It then literally skips away, through the walls of the ruin and out of sight.

I don't believe Zed, Vala or Kaz have a magic weapon to make an attack of opportunity on the spawn?

Round 2 - Heroes

Latest Map


INACTIVE - GAME DIED

Constantin concentrates and seems to be gathering his breath and scanning the room.

Ready action to activate spontaneous combustion on the wraith should it reappear.


Inactive

Round 2

"Vala!" Hazel exclaims with alarm as the wraith's touch clearly weakens the older woman. "What are you thinking, taking a risk like that!?"

As the wraith quickly disappears through the wall, she seethes with frustration. "Hide and go seek? This feels more like playing tag..." she mutters as she moves past Vermundr to cautiously peek around the the corner, starknife at the ready.

Hazel moves to G12.

Readied Action (Attack):

Attack (Starknife; Holy Strike Blessing): 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Holy Strike Damage: 1d6 ⇒ 6

Hazel is ready to strike if the wraith happens to pop up again within her melee range.


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 lowers his blade but keeps it at the ready. "Can any of you track the dead?"


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 raises his glowing hand, steaming slightly as the smell of burnt flesh rises from it. "Oh yes. There is no haven safe for it nowI made sure of that." Zed follows his mark, leading them onwards after the creature.

Slayer's Brand:
When using this judgment, the kinslayer gains the ability to brand undead creatures with positive energy. To do so, she must make a successful melee touch attack against the undead creature. This attack deals an amount of positive energy damage equal to 1d6 + the kinslayer's Charisma score, and burns her personal symbol into the undead creature's flesh, bone, or even its incorporeal form. From that point onward, the kinslayer can sense the existence of the branded creature as if it were the target of a locate creature spell (caster level equal to 1/2 the kinslayer's inquisitor level). A slayer's brand lasts until the undead creature is destroyed or until the kinslayer uses this ability on another creature.


Zed you know it is in the ruin. But it looks pretty impassable for you to get in there


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 ready a magic missile


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 continues to focus on the creature to keep track of it's whereabouts. "Let's circle around, see if there's an entrance."


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 follows the inquisitor's lead.


Round 3 – Enemy

The village is still deathly silent as the wary group makes it’s way around the ruin looking for a way in.

The building appears to be a farm house and, reminiscent of Harrowstone, quite badly damaged by fire at some point. Fortunately this must have occurred before the fields had grown so vivaciously as the fire does not appear to have spread.

As they search, the shadow-child once again dashes out, this time swiping at Hazel with it’s eldritch hand.

Touch: 1d20 + 5 ⇒ (5) + 5 = 10 Miss

But now she is ready for the creature, the young priestess is able to dodge aside.

Readied actions trigger.

Round 4 - Heroes

Map update later if required


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

Can Vermundr get off a readied attack too or are we assuming he was helping Zed track?


No I'm happy for you to take that V


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

With a roar Vermundr rushes forward to attack the wraith-child. His two-handed blade flies through the air in a screaming uppercut.

Readied Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Damage (counts as magic): 2d6 + 6 + 2 ⇒ (2, 4) + 6 + 2 = 14

Before it can recover the big northerner repeats his sign and strikes again.

This Round: 1d20 + 10 ⇒ (8) + 10 = 18
Damage (counts as magic): 2d6 + 6 + 2 ⇒ (6, 2) + 6 + 2 = 16


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 believe Zed would have been too focused on tracking to have a readied action.


That's ok Zed, I'm pretty confident these readied actions are going to finish it off.


Inactive

Round 4

Even though she was waiting for the attack it still manages to catch Hazel off-guard; she quickly dodges out of the way but her own swing at the wraith-child is terribly off and she misses by a large margin. But at least now she knows where it is.

Starsong, this child didn't deserve this. Help us set them free!

Hazel's starknife flashes with a pulse of light as she strikes once more at the wraith-child, hoping to end its torment at last.

Attack (Starknife; Holy Strike Blessing, IWotC): 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Holy Strike Damage: 1d6 ⇒ 5

Readied action misses, then on this round Hazel uses Improved Weapon of the Chosen as a swift action to grant her weapon Magic & Good until the start of her next turn.


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

Face wrinkled in concentration, Kaz sends another volley of force at the unfortunate wraith-child.

magic missile: 3d4 + 3 ⇒ (4, 3, 2) + 3 = 12


retired

Well, presuming my touch attack with my healing hex missed, the charge is still held and I would have that available for an AoO.
Also, the damage the spawn does, is that negative energy perchance? If so, I have resistance 5

Healing Hex (AoO): 1d20 + 5 ⇒ (3) + 5 = 8for: 2d8 + 5 ⇒ (4, 3) + 5 = 12 Good. The dicebot has preserved history. Time will not be rewritten. The Past is safe.

With the wraith-child revealed again, Vala rushes up and reaches out her hand in a manner similar to how it had touched her previously. "Come now, child. The time for play is over. It's time to rest."
Healing Hex: 1d20 + 5 ⇒ (18) + 5 = 23for: 2d8 + 5 ⇒ (8, 4) + 5 = 17

Status:

HP: 27/27
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +4/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets:
Current Wandering Spirit: Life
Channel Energy (3d6) used: 0/5
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (2+1+1*) | DC 16: glitterdust [ ], lesser restoration* [ ] [ ], spiritual weapon [ ]
Level 3 spells (1+1+1*) | DC 17: lightning bolt [ ], locate object* [ ], speak with dead [ ]

Ongoing Effects
protection from evil (4/10 rds)
monstrous insight (3/10 rds): +2 to hit, +2 AC vs target


It was indeed negative energy Vala

As the shadow-child dashes past Vermundr sweeps his blade up and it tears through it like cloth, strips of the black flame coming away with his blow.

Hazel's starknife then glitters in the fading light and as it slices through the wraith child it disperses into a hundred wispy black hornets that scatter on the breeze.

Combat Over


retired

Vala sighs as the wraith-spawn melts apart like ash in the breeze, "Well. I'm afraid that won't be the only unfortunate soul we find in such a state." She looks down at her arm where the thing had touched her, expecting to see the flesh purple and black, but apart from the slightest hint of weariness in her frame, she appeared to be otherwise unscathed.

Status:

HP: 27/27
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +4/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 1/7
Wand of CLW: 14/50 remaining
Healing Hex targets:
Current Wandering Spirit: Life
Channel Energy (3d6) used: 0/5
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (2+1+1*) | DC 16: glitterdust [ ], lesser restoration* [ ] [ ], spiritual weapon [ ]
Level 3 spells (1+1+1*) | DC 17: lightning bolt [ ], locate object* [ ], speak with dead [ ]

Ongoing Effects
Con damage: 1


INACTIVE - GAME DIED

Bad news, folks: Wraiths do Constitution drain, not damage. That means it's permanent until magically cured, and it requires Restoration (not Lesser) to cure it. So if you lost Con... you're basically s$#+ out of luck until Vala reaches 7th level.


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 gives a quiet, sad sigh as the child-wraith is dispersed.

"How many children were slain here?"


Correct. And wraiths are a nightmare for this. The horror theme kicks in hardest when heroes start getting near permanent debilitations


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 gives a ragged sigh but otherwise remains silent. He looks to Zed when the question of numbers is risen.


The group press on, this time to the south. In the fading light they can see a building, seemingly less damaged by the elements. From the sister’s description, it could be Maisie’s home.

As you approach you can see that although closed, the front door remains on it's hinges and save for some patches of rot on the upper floors, the structure seems intact.


Inactive

"Vala, are you in any pain?" Hazel asks quietly, obviously concerned but also desperate for a distraction from what they'd just had to do. Even though she knew it was a mercy they were attempting to grant the lost children, hearing them laugh and talk almost as though they were still alive...

"That one still seemed like himself. Herself. Their self. Almost, I mean," she mumbles, looking down. "I wish we could talk to them, ask what really happened...ask who did this to them." After a moment, she looks up at Kaz. "It was six. Six children. So there are five left here, somewhere."

As the group makes its way to the southern side of the village, Hazel's funk seems to lift somewhat as they take in the shape of the buildings in the area. "Huh...this one isn't as rotten as the others. I wonder why?"


retired

Vala shakes her head, "No, not hurt or in any pain at all, dear." She looks then to the home before them and sighs, "I think this might have been Maisie's home, from what we've been told. Whatever 'darkness with eyes' the Beast saw, let's hope we can free dear Maisie from its curse like we did that last child."


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

"Is it possible someone has managed to live here since this place came to ruin?" Vermundr suggests. "That might explain why this building hasn't suffered as much as the rest."


Inactive

"Who in the world would want to live here? Even without the wraiths running around...it's so empty and gloomy," Hazel replies skeptically. "Maybe some of the other buildings nearby block the worst of the wind and rain...or perhaps this one was built more recently than most of the others," she adds, unable to help but move closer for a better look.

Kn. Engineering: 1d20 + 8 ⇒ (7) + 8 = 15
Perception: 1d20 + 5 ⇒ (16) + 5 = 21


INACTIVE - GAME DIED

Constantin makes a slow circle, and says, "They're in the walls."


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 moves closer to the building, looking for signs of recent habitation.

Perception: 1d20 + 12 ⇒ (16) + 12 = 28


Kazamir takes his first tentative steps toward the house.

The front door sways on the breeze and through it he can see the ground floor is almost completely bare, no furniture or in fact any evidence that it has been lived in for many years, obviously the work of looters.

He peers into the gloom and jumps at every shadow that seems to dance before him.

That is, until one shadow - on the stairs - darts down the stairs and into the next room, flying through the house on legs of black flame.

Round 1 - Heroes


Latest Map


Inactive

Round 1

Hazel can feel the hairs on her neck stand on end as they catch sight of the wraith darting into the next room, but she takes a deep breath and slowly exhales.

Here we go.

"Maisie?" she calls softly, wondering if the wraith would react to hearing her name. "Are you there?"

As she waits to see what might happen her grip tightens on her starknife, once more glowing with a soft green light.

Hazel holds her position and activates her Holy Strike blessing again.


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

'Maisie?" Kazamir joins Hazel in calling to the shade of the child.


There is a tiny voice that is barely audible through the open door;

Mum...?

1d20 + 3 ⇒ (7) + 3 = 10

Sense motive Dc 10:
You get a sense that the wraith knows very well that Hazel's voice is not that of her mother


retired

Sense Motive: 1d20 + 6 ⇒ (9) + 6 = 15
Vala steps into the house, "Stop your game, wraithling! We'll not fall for your tricks."

Healing Hex: 1d20 + 3 ⇒ (20) + 3 = 23for: 2d8 + 5 ⇒ (3, 1) + 5 = 9
crit?: 1d20 + 3 ⇒ (11) + 3 = 14for an additional: 2d8 + 5 ⇒ (7, 1) + 5 = 13

If the wraith is near enough for Vala to try and tag with a hex with just a single move, she'll go for it. If not, she'll instead move past the door best she can and ready the hex for if the wraith comes near enough.

Status:

HP: 27/27
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +4/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 1/7
Wand of CLW: 14/50 remaining
Healing Hex targets:
Current Wandering Spirit: Life
Channel Energy (3d6) used: 0/5
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (2+1+1*) | DC 16: glitterdust [ ], lesser restoration* [ ] [ ], spiritual weapon [ ]
Level 3 spells (1+1+1*) | DC 17: lightning bolt [ ], locate object* [ ], speak with dead [ ]

Ongoing Effects
Con damage: 1


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 charges after Vala with his flame-wreathed blade at the ready.

Attack: 1d20 + 10 ⇒ (8) + 10 = 18
Damage (counts as magic): 2d6 + 6 + 2 ⇒ (2, 3) + 6 + 2 = 13

Like Vala said, if we can't find it with a move action assume that roll is a ready.


INACTIVE - GAME DIED

Constantin prepares for the opening to launch a mental assault.

Gettin' ready to use mind thrust II once I can spot one of the wraiths.


It is out of sight but Vala and Vermundr you can move in, locate it and attack in one round of actions - it is standing just in the doorway of the second room

Let me know if you choose to do that


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 will fall for the trap move in and attack.


Vermundr strides into the house and seemingly somewhat to the wraith-spawn's surprise does not fall for it's ruse. He sweeps his blade up and slashes at the thing.

Solid hit

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