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

Game Master JamZilla

Map

LOOT


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Vala strides into the house, determined that the evil that lingers here in the form of a ruined mockery of childhood be put to rest.

Will save: 1d20 + 4 ⇒ (19) + 4 = 23 Success

WHite light fills the wraith when she lays a hand upon it and though it shivers as if caught by a sudden chill, the blackness once again returns.

Wraith spawn is still up. Zed to act


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 hand and fires a bolt of positive energy at the wraith!

Ranged Touch: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Round 1 - Enemy

1d3 ⇒ 2 Vala (got it out for you for some reason)

Touch: 1d20 + 5 ⇒ (10) + 5 = 15
Negative energy: 1d4 ⇒ 2 and Con drain: 1d2 ⇒ 1

Vala fort: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 Fail

The small shadow stamps it's foot as if in a terrible tantrum and sweeps it's hand through Vala, chilling her to the soul!

It then scampers away through the wall to the west.

And thus provoking attacks of opportunity from Vermundr and Zed (although unless your weapon is magic at this point Zed you may not be able to damage it)

Round 2 - Heroes


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

Seeing the wraithling begin a retreat, Vermundr brings his blade around for a second blow.

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


Another solid hit but not quite enough to finish it


INACTIVE - GAME DIED

Constantin unleashes his blast of mental energy.

Mind Thrust II: 5d8 ⇒ (4, 8, 7, 7, 4) = 30 (DC 15 Will save for half)


That'll do it, can't survive even with a successful save

Vermundr slashes out at the shadow child and tears a strip of black flame from it but it manages to scamper away and through the wall of the ruined house. There it encounters the rest of the group and, nerves on edge from the earlier encounter Constantin stands ready.

As the wraith-spawn appears through the wall the psychic reaches out with his mind, sending a spear of pure mental energy lancing through the thing which explodes once again in a burst of black hornets that drift away on the breeze.

Combat Over


INACTIVE - GAME DIED

"I have a feeling that there will be more."


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

"Four more", Vermundr says returning to the rest of the group. "Let's hope they don't try attacking - or 'playing' with us - all at once."


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

"Indeed. I can try the spell to hide us from them again, but it's inconsistent against intelligent undead."


Inactive

"Yes, four more...at least they've all been scattered so far," Hazel sighs as she relaxes her stance and turns to Vala once again. "Are you hurt?" she asks anxiously. "They seem drawn to you for some reason; maybe you should stick in the middle of the group as long as we're here. I know it's not much defense when the things can move through the walls but at least they'll have to go through the rest of us if they want to get to you!"


retired

Vala shakes her head, "No, not hurt at all. Slightly short of breath, perhaps, but not injured in the slightest. If I didn't see those wraiths actually touch me, I wouldn't even know they had." Though Vala seemingly bears no mark upon her flesh where the chilling undead have grabbed her, the color in her cheeks is gone and a pallor seems to be settling over her.

Short of a crit, these wraiths can't bypass Vala's resistance. It's a shame the drain is 'on a hit' rather than 'when damaged by'.

Status:

HP: 22/22 (max reduced by 5 due to Con drain)
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +3/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy) (-1 fort due to Con drain)
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: 2


Vermundr wrote:
"Four more", Vermundr says returning to the rest of the group. "Let's hope they don't try attacking - or 'playing' with us - all at once."

Vermundr's words are almost prophetic - much to the group's dismay.

From out of the darkness of one corner another wraith-spawn appears this time rushing toward the warrior. It glides through the wall of the house without hesitation and skates along the floor as if it were on ice before reaching out and draining some of the northerner's vitality.

Surprise attack, touch: 1d20 + 5 ⇒ (20) + 5 = 25
Confirmation: 1d20 + 5 ⇒ (9) + 5 = 14 Confirmed
Negative energy: 2d4 ⇒ (4, 4) = 8 and Con drain: 2d2 ⇒ (2, 1) = 3

As it does so it does something neither of the others had, it unleashes a horrific screech almost so high it pierces your eardrums. One of the old panes cracks in the windowframe and the shriek echoes across the valley.

Round 1 - 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

That is not good! Kazamir thinks as the wraith-child's shriek echoes through the abandoned town.

Then his thoughts harden, and he sends a volley of magic missiles at the wraith attacking Vermundr.

3d4 + 3 ⇒ (3, 3, 1) + 3 = 10


Kazamir's hail of psychic force blows clean holes in the small shadow. He has hardened himself against the thought that these were once children - and all the better that he had.


retired

As the shrieking wraith jerks with each impact of Kaz's magics, Vala slips up beside Vermundr and reaches out for the creature as well.
Healing Hex: 1d20 + 3 ⇒ (12) + 3 = 15for: 2d8 + 5 ⇒ (5, 2) + 5 = 12

Status:

HP: 22/22 (max reduced by 5 due to Con drain)
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +3/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy) (-1 fort due to Con drain)
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 drain: 2


INACTIVE - GAME DIED

Constantin lashes out with another ghostly mental blast at the screaming horror.

Mind Thrust II: 5d8 ⇒ (6, 1, 8, 4, 1) = 20 (Will save DC 15 for half)


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

We determined there's a fort save to prevent the con drain, right?

Fort: 1d20 + 8 ⇒ (11) + 8 = 19

Vermundr groans in pain before winding up for another uppercut with his two-handed blade.

Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Damage (counts as magic): 2d6 + 6 + 2 ⇒ (5, 1) + 6 + 2 = 14


retired

Aye, there's a fort save. JZ likes to roll mine for me so his unholy pact with the dicebot can ensure I fail them =P


Correct and that is a successful save Vermundr. Sorry, I normally roll them all but I was trying to update all my games in a short space of time. That was definitely a roll you needed to make though, 3 con drain is nasty.


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 growls. This is going to be a long fight. He fires another bolt of energy.

Ranged Touch: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Inactive

Round 1

"We were saying?" Hazel cringes as the wraith's shriek echoes far and wide, surely altering the others in the town. "Friends, I think we're in for a hell of a fight!"

She moves forward, and unable to quite reach the wraith, stands with Vermundr and Vala. "Here, your swings pack a bigger punch than mine!" she calls as she offers the northerner a bit of guidance on his next attack.

Hazel moves to E5 and casts Guidance on Vermundr.


Will save vs healing hex: 1d20 + 4 ⇒ (20) + 4 = 24 Success
Will save vs mind thrust: 1d20 + 4 ⇒ (8) + 4 = 12 Fail

Round 1 - Enemy

The wraith spawn howls with every strike the group lands. Vermundr's uppercut slash cuts into it whilst Kazamir and Constantin blast it with mental force. Vala's light once again engulfs it but though the black flames sputter, they still burn.

Touch, Vermundr: 1d20 + 5 ⇒ (3) + 5 = 8 Miss

More cautious now, Vermundr dodges aside from the shadow's cold grasp.

.........

Constantin perception: 1d20 + 10 ⇒ (5) + 10 = 15
Kazamir perception: 1d20 + 12 ⇒ (19) + 12 = 31

Something catches Kazamir's keen attention through the cracked window of the ruined house and he spins on his heel, the boards creaking loudly beneath his feet.

In the rising moonlight he can see another small child-shaped shadow scampering from pool of darkness to pool of darkness - headed toward the house. But it is the shape on the hill south of the village that draws his gaze and strikes terror into his heart. A mass of hundreds of what appear to be red eyes, surrounded by writhing black smoke and a cloud of wispy flying insects that swarm around the thing.

Every one of it's red eyes fix upon the detective at once and with terrifying speed and deliberate purpose, it barrels straight toward him!


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 tears his eyes away from the oncoming...swarm?...and pulls a flask of holy water from his coat. Pulling the cork, he steps toward the wraith-child they are fighting and tries to splash it.

touch: 1d20 + 1 ⇒ (2) + 1 = 3
2d4 ⇒ (1, 2) = 3

"Another child approaches....and something else. Their master, I assume, but it is like nothing I have seen or heard of!"

know/religion on the evil cloud: 1d20 + 12 ⇒ (13) + 12 = 25


retired

At Kaz's warning, Vala frowns. Turning to Zed, she hurriedly offers, "Zed, if we find ourselves surrounded, you may want to try to keep some distance between the two of us. I don't want to hurt you while I'm trying to hurt these cruel mockeries." As she shares her worries, she brings a bit of her restorative touch to bear for Vermundr's sake.

Healing Hex (Vermundr): 2d8 + 5 ⇒ (8, 4) + 5 = 17

Status:

HP: 22/22 (max reduced by 5 due to Con drain)
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +3/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy) (-1 fort due to Con drain)
Monstrous Insight used: 1/7
Wand of CLW: 14/50 remaining
Healing Hex targets: Vermundr
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 drain: 2

Channel has a rather large burst of 30 feet. So long as you're able to get on the opposite side of those crazy eyeballs, Zed, I should be able to fall back enough to keep you out of the radius


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 performs protective sign, conjuring a small disk of protective force. Shield.

"Do we know anything about their master?" he asks as Vala mends the blackened flesh left behind by the wraithling's touch.


INACTIVE - GAME DIED

Constantin sends out more darts of etheric force into the current threat and says, "Whatever it is, it is no doubt evil and dangerous, and if it killed these children, we must persevere and find a way to stop it!"

Magic missile damage: 3d4 + 3 ⇒ (3, 1, 1) + 3 = 8


retired

"It's also the only thing keeping these smaller wraiths weak. If that larger devil is undone, any wraiths it spawned will grow in power and willfulness!"


Creature Kaz can see:

The wraith-spawn is still standing at this stage. Vala and Vermundr, I assume you are stepping away to cast your spells/hex?

And Constantin, is that magic missile directed at the wraith spawn, the incoming wraith spawn or the eye swarm?

Kaz knowledge check:

This horrific creature is a true Wraith. Wraiths are undead creatures born of evil and darkness. They hate light and living things, as they have lost much of their connection to their former lives.

They are incorporeal and their mere touch is deadly, draining a victim's vitality in seconds (1d6 con drain) and can detect life all around it as easily as if it could see them (Lifesense)


Hazel and Zed to act in Round 2


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

Oh. For some reason I thought it was destroyed.

If that's the case Vermundr will attack instead of casting.

Attack: 1d20 + 10 ⇒ (4) + 10 = 14
Damage (counts as magic): 2d6 + 6 + 2 ⇒ (6, 3) + 6 + 2 = 17


No worries, things get lost in the detail sometimes. 14 is a miss this time sadly.


INACTIVE - GAME DIED

The wraith we're currently engaged with gets the magic missiles - I'm trying to finish it off.


retired

Don't forget the bonus to hit from Hazel's guidance!
Also, hexes don't provoke =)


Yeah I thought that was the case Vala and the bonus from guidance turns V's miss into a hit

Vermundr's blade makes a sound like it is cutting cloth as it sweeps through the wraith spawn and Constantin's volley of missiles blast the thing into smoke.

Wraith spawn is down. There is one incoming (50ft away) and the eyeball monster on it's way too (100ft)

Dark With Eyes


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 gives a grim nod. "I'll keep that in mind. But if you must channel, do it. I can take care of myself." Zed moves to slip into the shadows to ambush the oncoming threat.

Stealth: 1d20 + 6 ⇒ (6) + 6 = 12

Going to try to hide behind the window where it appears they are coming in from. Reading an action to attack if they get within range.


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

"It's their master - their murderer," Kazamir hisses over the fading shriek of the undead child, "The true wraith!" he points at the swarm of eyes.

Very deliberately not looking at Zed, he says "They can sense the life as keenly as sight...but I do not know if their senses will catch all of us"


Any spellcasting this round Hazel?

Round 2 - Enemy

The shadow child disappears from sight for a moment as it dashes between an overturned wheelbarrow and through a patch of grass left to grow unhindered in the months since this place was abandoned.

Then it comes drifting through the wall of the farmhouse as easily as if it were not there at all and tries to lay a hand on Hazel.

Charge, Touch Attack, Hazel: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 Hit
Negative energy damage: 1d4 ⇒ 3 and Con drain: 1d2 ⇒ 2
Hazel fort: 1d20 + 7 ⇒ (5) + 7 = 12

The weakness washes over her immediately, as if she had walked ten miles in an instant.

Wraith spawn in J5

The storm of eyes drifts across the distance between it and the party in mere moments, it's advance silent and terrifying. And then suddenly it is there. The sound of it's eldritch hand snaking out is like wind on dead leaves and it strikes out at Zed as though the Inquisitor were not hidden at all.

Perception vs DC 12: 1d20 + 10 - 10 ⇒ (17) + 10 - 10 = 17

Wraith, touch attack, Zed: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Negative energy damage: 1d6 ⇒ 6 and Con drain: 1d6 ⇒ 2
Zed fort save: 1d20 + 5 ⇒ (3) + 5 = 8 Fail

Zed too feels a brush with death, his vitality draining away. He has a shocking thought that this must be how true vampires feel when bereft of the blood of their victims and even that tiny pang of empathy sickens him more than the wraith,

Round 3 - Heroes

Wraith is in -A6, actually attacking through the window since that causes it no difficulty at all but will provide it with cover from your attacks


Map update later so please see the grid references in the post above


Inactive

Round 2

"Nice of it to save us the trouble of coming to find it," Hazel responds grimly as she calls upon Desna's blessing for them all.

Hazel will cast Bless.

Round 3

Although now a little more savvy to the wraith's tricks, Hazel is still caught off-guard by the child-wraith as it swipes at her. She gasps as she feels some of her vitality drain away.

And Vala's been hit twice already!

"Nice one, but now it's my turn!" she cries, her starknife flashing as she strikes at the smaller wrath.

Attack (Starknife; Bless, Holy Strike Blessing, Improved Weapon of the Chosen): 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Holy Strike Damage: 1d6 ⇒ 2

Hazel activates Improved Weapon of the Chosen as a swift action, granting her starknife the magical and good properties.


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 another volley of magic missiles at the wraithspawn.

3d4 + 3 ⇒ (1, 1, 1) + 3 = 6

Then move to E7


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

Oh that poor creature. I heal from the negative energy and I'm immune to any energy drain effects.

Zed steps away from the wall and taps his tetsubo on the ground. Your attacks won't work on me, creature. This is your final hour. Zed crooks his fingers, palm glowing white.

Ready to brand the creature if it shows itself.


retired

I don't think you heal, Zed. Postive/Negative energy have, essentially, two different settings as I understand it: Heal (same) or Harm (opposite). Negative Energy used to Harm living I think simply has no effect on things that aren't living. On the other side of things, if I use my channel to heal, it won't harm you, but it won't heal you either.

As the larger, hideous wraith rushes into their midst, Vala calls out for Petros' aid again. A moment later, his shimmering swordcane pops into existence just behind the smaller wraith. It bobs in the air once, as if offering a respectful salute before a fencing match, then darts forward in a rapid advance.

Spiritual Weapon: 1d20 + 9 ⇒ (15) + 9 = 24for: 1d8 + 4 ⇒ (2) + 4 = 6

Status:

HP: 28/28 (max reduced by 5 due to Con drain)
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +3/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy) (-1 fort due to Con drain)
Monstrous Insight used: 1/7
Wand of CLW: 14/50 remaining
Healing Hex targets: Vermundr
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 drain: 2
spiritual weapon: 1/5 rounds)


My understanding is that energy drain (negative levels) is different to ability drain too :/

My interpretation of this is that the negative energy damage heals you but I don't see anything about being immune to ability damage or drain unfortunately


Constantin and Vermundr to act this round. Map update imminently.

Latest Map


INACTIVE - GAME DIED

Constantin moves to stay near Kaz (F7) while launching another set of psychic bolts into the wraith-child by Hazel.

Magic missile damage: 3d4 + 3 ⇒ (2, 1, 4) + 3 = 10


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

Ah yes, on a closer read I agree GM.


Ok great, glad that's resolved though maybe not to your benefit. Still, added motivation to deal with the creepy eyeball-ghost.


retired

That's sweet you still get a heal out of it though. Dhampirs ftw! =)


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

I assume the wraithling is still alive?

Wordlessly Vermundr steps forward to join Hazel's attack.

Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Damage (counts as magic): 2d6 + 6 + 2 ⇒ (3, 2) + 6 + 2 = 13

Zelda buzzes erratically overhead, looking for signs of additional threats.

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