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

Game Master JamZilla

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Poke for further actions

The mongrelmen who attacked from the east are now cowering, they don't seem aggressive any more


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

"You do well not to fight us,"Kaz says in a firm but soothing voice to the cowering mongerelmen.

"Can one of you please tell me what is beyond those doors?" he asks, pointing to the doors across the room to the east.


Storage. one of the mongrelmen says, shaking slightly. That's it.


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 silently forward. He will track down that bastard.

Fort: 1d20 + 5 ⇒ (20) + 5 = 25


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

"Thank you," Kazamir nods to them. [b]"Wait here, help your friend, and we will return to help you.

IF he has the time, Kaz will help himself to a handful of alchemist fire flasks from the opened crate...


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

Hearing the success in the other room Vermundr calls out to the closing mongrels. "Drop your weapons and surrender your wicked masters. We don't want to hurt you. There's a circus in town filled with men and women like you. Stop fighting and I'll see about helping you find work with them."

Diplomacy Aid?: 1d20 + 1 ⇒ (10) + 1 = 11


Unlike the mongrelmen in the store room, these are incensed at the thought of surrender, but more so at talk of a circus.

So we can be gawked at by passers by for coppers!? one shouts, standing on the edge of the vat, his voice muffled through his gas mask. We skilled, we clever. We want to work!

Round 5 - Enemy

Vermundr fort: 1d20 + 8 ⇒ (12) + 8 = 20 Success

Two of the mongrelmen finally clamber up onto the platform occupied by Vermundr and, once there, draw clubs and begin harrying the larger warrior.

Another, seemingly out of alchemist fire to toss, begins moving forward across the planks but it seems that despite their protests the safety of the workers here is not exactly paramount and after he missteps, he loses his balance and crashes to the hard factory floor, landing hard and not moving afterward.

One reaches for his final flask and tosses it at Vermundr but with the two mongrelmen now obscuring his view, the flask sails wide and smashes harmlessly on the wall.

Grine reaches the doorway and rips it open. Over his shoulder, he shouts to two more mongrelmen on the same platform;

Get over there and shoo them out of here! he growls. Or do you want to go back to the sewers where we found you?

The two look at eachother and then begin moving along toward the ladder that Zed just ascended.

Grine is too preoccupied to notice one of them bump into an invisible obstacle half way along and look around him confused because he tears into the room and begins shouting;

Vorkstag! Vorkstag! We've got trouble! Some snooping investigators! before disappearing from sight.

Round 5 - Heroes

Zed, there are now two mongrelmen between you and the door that Grine entered. Vermundr, there are two mongrelmen on the platform in front of you.

Map update later


Inactive

With her starknife empowered and ready for business, Hazel steps up to the open door but finds the way blocked by Vermundr. "It'll be worse for you all in the end without our intervention!" Hazel calls out. "We can speak to the guard on your behalf!"

Though she hopes the rest of the mongrelmen will see reason and stand aside, a part of her is fairly certain that much blood will be shed before the battle is done. "Desna, protect and guide us!" she intones, calling forth a blessing for herself and her companions.

Hazel will cast Bless, which should get everyone except Zed most likely.


Ok, let's keep this moving, we've slowed down since the holiday break.

The remaining mongrelmen (there are 6 of them in the main room) aren't going to back down, so don't worry about further diplomacy checks and so on. However, from the fact that two of them have fallen from the vats and been knocked unconscious by the damage it isn't too meta to work out they are very weak enemies.

Vorkstag and Grine are the obvious targets here so let's keep going with some aggressive investigation!


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

Forced to defend himself Vermundr rears back for a mighty cleaving blow with his two-handed sword.

Attack: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 2d6 + 8 ⇒ (6, 6) + 8 = 20


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

Assuming he can see them through the door, Kaz will step around the south end of the cart and cast telekinetic projectile, targeting the mongrelman in m25.

1d20 + 3 ⇒ (14) + 3 = 17
1d6 ⇒ 2

For those grognards familiar with old Tunnels and Trolls...Take THAT You Fiend!


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 well that's unfortunate. So Zed is being physically blocked? I think I can acrobatics without dropping invis, or bullrush and drop invis, right?


Correct on both fronts, Zed

Acrobatics through their square is CMD + 5 I think. Someone can correct me if thats wrong


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. Fine. The inquisitor lowers his shoulder and charges past them.

Overrun: 1d20 + 6 ⇒ (15) + 6 = 21

Overrun, sorry. I think since Zed was invisible he doesn't provoke.


retired

"Alright, have it your way then!" Vala's words are obviously pained, but the pitiable wretches employed by Vorkstag and Grine have forced their collective hand. With a huff, she hurls a bundle of flame at one of the mongrelmen clustered around Vermundr.

Produce Flame: 1d20 + 3 ⇒ (10) + 3 = 13for: 1d6 + 5 ⇒ (2) + 5 = 7

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: 1/5
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) [X]
Level 2 spells (2+1+1*) | DC 16: glitterdust [ ], lesser restoration* [ ] [ ], spiritual weapon [X]
Level 3 spells (1+1+1*) | DC 17: lightning bolt [ ], locate object* [ ], speak with dead [X]

Ongoing Effects
produce flame (4/7 minutes)


Magic missile: 5d4 + 5 ⇒ (4, 4, 1, 2, 2) + 5 = 18

Realising that Grine may well be trying to escape, the rest of the group press the attack, forcing their way through the desperate mongrelmen.

First, Vermundr cleaves one almost in twain, sending it plummeting to the ground to land in a bloody splat. Vala sends a small ball of flame streaking toward another, clearing the platform of enemies.

A third is send flying back into the acid vat by five concentrated balls of force sent by Constantin's force of will.

Meanwhile, Zed barrels his way through the two between him and the door that Grine exited and then reaches for the handle, yanking it open to see what lay beyond.

This room appears to be the study of a scholar. A roll-top desk with a leather chair stands against one wall, holding a variety of alchemical equipment and surrounded by hundreds of books piled on every available surface. A narrow cot is crushed into one corner behind a wall of books. A door stands in the north wall.

Grine stands gesticulating to another man, but one the like of which Zeed has never seen.

Dark pink flesh drawn tightly across its emaciated body, this being resembles a gaunt human stripped of its skin, its pulsing muscles completely exposed as if it had been flayed upon a torture table.

Round 6 - Enemy

The flayed man is not in pain however, far from it, he drinks a flask and slips on a vest of many vials and potion bottles. His form begins to rapidly vibrate as if appearing and disappearing many times.

Meanwhile Grine casts a spell upon himself and glowers at the now open door.

Back in the vat room, the final mongrelman climbs the ladder to face Vermundr whilst the two who were barged aside by Zed stand looking at eachother in confusion before deciding their orders were to deal with the people on the platform.

They pull out flasks and hurl them at Vermundr.

Alchemist fire: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18 Hit
Fire damage: 1d6 ⇒ 2

Alchemist fire: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9

Round 6 - Heroes


Latest Map
Vorkstag


retired

Does Zed get spellcraft checks for the spell/potion?


Yes. And also a Knowledge Nature to identify Vorkstag

Spellcraft DC 13:

Vorkstag drank an extract of blur

Spellcraft DC 11:

Grine cast Shield of Faith


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

Spellcraft: 1d20 + 4 ⇒ (15) + 4 = 19
Spellcraft: 1d20 + 4 ⇒ (2) + 4 = 6

Knowledge (nature): 1d20 + 6 ⇒ (13) + 6 = 19


A sadistic being from the realm of the fey, a skin stealer is a terrifying sight to behold. These blood-red creatures resemble horrid, emaciated humans without skin, their yellowish eyes and teeth suggesting malnourishment or disease. Skin stealers suffer from no ailment, however, except for their insatiable lust for chaos and their hunger for flesh.

Skin stealers are fey bent on destruction and gruesome murder. When left to their own devices, these gangly beings are unpredictable and spontaneous; when assigned duties from some higher, stronger power, however, skin stealers prove adept at performing complex assassinations and spy work.

As a full-round action, a skin stealer may steal the skin of a creature of Small, Medium, or Large size with a roughly humanoid shape. The target creature must be dead, helpless, or willing. If the target creature is alive, the skin stealer must make a successful coup de grace attack to steal its skin. The skin stealer can don or remove a stolen skin as a move action. When wearing a stolen skin, the skin stealer takes on the likeness of the skin's original owner, including the victim's voice, build, and size, but gains none of the creature's abilities. The stolen skin grants the skin stealer a +10 bonus on Disguise checks, with none of the usual penalties for different gender, race, age, and size. Stolen skins are preserved and remain as supple as living skin. A skin stealer may only steal and use a number of skins equal to its Charisma score. The skin stealer may choose to discard unwanted skins to make room for new ones at any time; discarded skins rot and decay normally.


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 neat, its a mini Ecorche!

Zed grimaces at his mistake. [i]I thought this would be a chase. Not a standoff. Now we face two threats at once.[/ooc] One problem at a time though. Zed turns his attention back to the mutated creatures next to him, bringing his tetsubo down.

Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d10 + 7 ⇒ (7) + 7 = 14


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

The flames do little to slow Vermundr down. He rears back for another powerful blow.

Attack: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13


Inactive

Hoping to put a quick end to things, Hazel steps up next to Vermundr and strikes at the remaining mongrelman...

Attack (Starknife; Bless, Holy Strike Blessing): 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Damage: 1d8 ⇒ 1
Holy Strike Damage (If Evil): 1d6 ⇒ 6

...and manages to graze him!

Hazel can't attack the mongrelman from that angle she'll delay until Vermundr or someone else drops it.


Zed reappears behind the surprised mongrelman and brings his studded club down in a massive blow that knocks the worker from his feet. He lies in a crumpled, groaning heap at the feet of the Inquisitor who now finds himself facing enemies on both sides!

Vermundr and Hazel slice through the remaining mongrelman, leaving the platform finally clear. The patch of magical darkness dissipates and now they can see Zed battling on the upper level though not the owners of this factory in the room beyond.


Vala, Constantin and Kaz to act


Hazel, Vermundr finished that mongrelman with his action actually so you can feel free to do something else if you would like

V fort save vs fumes: 1d20 + 8 ⇒ (8) + 8 = 16 Success


Inactive

With the way now clear Hazel heads back into the factory and moves to catch up with Zed, hoping he can hold his own until the rest of them catch up.


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 will follow Hazel.

Fort save, if needed:
1d20 + 1 ⇒ (12) + 1 = 13


Round 7 - Enemy

You shouldn't have come here! the skinless man hisses.

He reaches into his vest and withdraws a flask of bubbling liquid. With an almost nonchalant toss throws it at Zed. The inquisitor shields his face with his arm but the flames are scorching and agonising.

Before he is able to recover, the remaining mongrelman rips a stout bit of wood from his belt and clubs at the inquisitor.

Bomb, Zed: 1d20 + 9 ⇒ (3) + 9 = 12 Hit
Damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15

Mongrelman, Zed: 1d20 + 4 ⇒ (16) + 4 = 20 Hit
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Zed fort save: 1d20 + 5 ⇒ (20) + 5 = 25 Success

Round 7 - Heroes

Hazel can reach the ground floor of the factory, Kaz will be halfway down the ladder


Latest Map

I forgot to mention that Grine is casting another spell: Bless


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 use his move action from last round to sheath his sword.

With the workers dispatched Vermundr and Zelda hustle after the gnome.

Looks like double moving down the ladder and towards the next.


retired

Frowning at the sickening wisps of vapor rising from a vat where a mongrel had just vanished, Vala hikes up her skirt with one hand and hustles after Hazel and Kazamir. She hasn't seen Zed since this mess started and she's worried for the stoic inquisitor.

Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14

Double move!

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: 1/5
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) [X]
Level 2 spells (2+1+1*) | DC 16: glitterdust [ ], lesser restoration* [ ] [ ], spiritual weapon [X]
Level 3 spells (1+1+1*) | DC 17: lightning bolt [ ], locate object* [ ], speak with dead [X]

Ongoing Effects
produce flame (4/7 minutes)


INACTIVE - GAME DIED

Constantin moves cautiously into the room, trying to get a clear line of sight on Grine so that he can launch one of his devastating mental assaults.


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 touch AC is 13. I think that bomb misses.

Zed exhales a hiss at the bruise. He drops his tetsubo, catching it halfway down to use more like a heavy doublestaff rather than a bonebreaking club. He takes a quick jab at the mongrelman, keeping his guard up.

Attack: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d10 + 7 ⇒ (4) + 7 = 11 /2 = 5 damage

Fighting defensively and using shield of swings.
AC 24, Touch 15, FF 22


Sorry Zed, it was because of the additional +1 from Bless. That was my mistake because of the order of description in my posting but unfortunately that bomb landed

Zed thrusts his tetsubo like a spear and it thumps into the mongrelman's stomach. He is almost driven to his knees as all the air is forced from his lungs but manages just about to keep his feet.


Inactive

As she hears the sounds of more explosions and fighting coming from up above on the second level Hazel continues to hustle across the ground floor of the factory and over to the second ladder, climbing as fast as she can go.

"Hang on Zed, we're coming!" she calls.

Continuing to double-move to get up to the second level!


I assume Kaz will continue climbing down and partway up the second ladder


Round 8 - Enemy

Bomb, Zed: 1d20 + 9 + 1 - 4 ⇒ (19) + 9 + 1 - 4 = 25 Hit
2d6 + 4 ⇒ (3, 1) + 4 = 8

Grine, Zed, flank: 1d20 + 9 + 2 + 1 ⇒ (5) + 9 + 2 + 1 = 17 Miss

Mongrelman, Zed, flank: 1d20 + 4 + 2 + 1 ⇒ (12) + 4 + 2 + 1 = 19 Miss

Vorkstag throws another bomb, once again burning Zed's back but he blocks out the pain and focusses on defending himself from the incoming gnome and mongrelman. They chop and club at him but he turns the blows aside, buying more time for his comrades to reach him.

Round 8 - Heroes

Hazel and Kaz can reach the top this round


Inactive

Assuming there's room to reach the fighting this round, the following happens. If I misunderstood the distance then she'll of course keep climbing and then this happens on her next turn!

Hazel pulls herself up onto the walkway in time to see Zed being harried by Grine, another mongrelman, and...

"Desna ne proteja! Ce este chestia aia!?" she gasps as she spots the creature that is Vorkstag, slipping into the old language in her surprise. Starknife in hand, she races to her friend's defense and slashes viciously at the mongrelman.

Attack (Starknife; Bless, Flanking, Holy Strike Blessing): 1d20 + 4 + 1 + 2 ⇒ (5) + 4 + 1 + 2 = 12
Damage: 1d8 ⇒ 8
Holy Strike Damage (If Evil): 1d6 ⇒ 1

Varisian:

"Desna protect us! What is that thing!?"


You'd probably have to just move up and draw your starknife this round Hazel


Inactive

That works too! :)


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 Vermundr midway up the ladder?

Vermundr hustles up the ladder to join the melee.


Yes he is, assuming Kaz climbs all the way to the top. Vala is on the ground floor, as is Constantin

I'll assume people are simply moving in order to keep this going


Round 9 - Enemy

Bomb, Kaz: 1d20 + 9 - 4 - 1 ⇒ (11) + 9 - 4 - 1 = 15 Hit
Damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11

Hazel, you take 5 damage or half (3) with a DC 15 Ref save

Grine, flank, Zed: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17 Miss

Mongrelman, flank, Zed: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 Miss

With enemies on both sides, the badly injured mongrelman screams in abject fear and swings his club blindly, more like he is warding something off than actively trying to attack the inquisitor before him.

Grine is far more purposeful however and, given his height disadvantage, chops his axe toward Zed's groin where blood vessels and arteries gather but the inquisitor sweeps his tetsubo down and the axe takes merely a chip from it's shaft.

Vorkstag grimaces as more targets come into view and, knowing he can effect more than a single one, tosses a bomb at the newly arrived investigator, the shockwave almost throwing Kazamir from his feet and also splashing Hazel with burning oil.

Round 9 - 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

Grimacing with pain, Kazamir rallies his thoughts and replies to the skinstealer with a barrage of magic missiles.

3d4 + 3 ⇒ (2, 1, 3) + 3 = 9


Inactive

Okay, now that I'm actually in position, let's try this again...

Reflex (DC 15): 1d20 + 2 ⇒ (10) + 2 = 12

Though Hazel hisses with pain as the hot oil splashes against her arms and legs, she grits her teeth and moves up to try and finish off the lone mongrelman and take some of the pressure off Zed.

Attack vs. Mongrelman (Starknife; Bless, Flanking, Holy Strike Blessing): 1d20 + 4 + 1 + 2 ⇒ (4) + 4 + 1 + 2 = 11
Damage: 1d8 ⇒ 4
Holy Strike Damage (If Evil): 1d6 ⇒ 2

But the oil is tenacious; it continues to burn as it clings to her skin and the pain proves too great of a distraction as her strike misses the mark.


INACTIVE - GAME DIED

Sorry to be a pain, but I can't see any stairs on the map, so I don't know how to get to where I can see Vorkstag or Grime. Currently thinking I'd like to try to set Grime on fire with spontaneous combustion.


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 reach the top of the ladder and act this round?

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