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

Game Master JamZilla

Map

LOOT


4,301 to 4,350 of 7,976 << first < prev | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | next > last >>

You will still be under the effects of Haste when this happens


So thinking about it, let's stick in rounds

Round 3 - Heroes

Map


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 up at the creatures. "Can we fight them at this disadvantage? Or try talking?"

Zed draws his crossbow and prepares to fire it if they're not retreating or talking.

Readied Attack: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Damage: 1d8 ⇒ 7


Inactive

"Claimed it? Well who are you three, then? What are you doing here?" Hazel calls in return.


Grork, I be! the meanest looking Troll shouts back. An' we're talking this place for ourselves!


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

"From whom are you taking it?"


You still have actions to take as well just to be clear

Well.... uh.... scary dog keeps us out. But Grork is smart and he will think of a way in. Then we take place for ourselves! the Troll replies, raising a massive crossbow and levelling it at the investigator.

They look very aggressive and are going to try to chase you off


INACTIVE - GAME DIED

Speaking in a lower tone, not toward the trolls, Constantin says, "At a guess I think someone was experimenting with troll blood - hence the hounds - and some of it wasn't as inert as expected."


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 sight of the trolls sets off an animal growl from deep within Vermundr's chest. "Out of our way monsters! We have business with the castle's master and you'll find no children to bake into your bread among us."

Intimidate (-4 for size): 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8


Round 3 - Enemy

Upon hearing Vermundr's words, the lead troll becomes incensed and he fires his crossbow bolt at the warrior, the bolt almost the size of a javelin!

Following his lead, the others begin raining down rocks at the group.

Grork, crossbow, Vermundr: 1d20 + 7 ⇒ (10) + 7 = 17 Miss

Troll 1, rock, Zed: 1d20 + 1 ⇒ (17) + 1 = 18 Miss

Troll 2, rock, Hazel: 1d20 + 1 ⇒ (3) + 1 = 4 Miss

The attacks miss but the group know now that the trolls aren't going to give up their 'prize' without a fight.

Zed your readied action triggers but misses because the trolls have cover whilst in the tower

Round 4 - Heroes


Inactive

As the troll levels his crossbow at Kaz, Hazel quickly moves to stand in front of her friend. "Sorry, can't let you do that. Why don't the three of you mosey and find some other castle?" she calls again as she draws her shortbow, infusing it with a portion of Desna's power.

"Well, what now? Try to storm the place or hope they'll come down here?" she mutters.
_________

Move in front of Kaz and draw her shortbow, then use a standard to invoke her Holy Strike blessing.


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

telekinetic projectile: 1d20 + 4 ⇒ (12) + 4 = 16
1d6 ⇒ 3

Kaz sends a rock - albeit a much smaller one - back at the trolls.


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

Are there any obvious ways up to them?


No. You can climb, fly or try the gate


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

How climbable is it? Does the gate look locked?


The walls look pretty difficult to climb. And the doors are closed but you never know till you try


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

Science!

Vermundr tries the gate.


Vermundr runs over to the two heavy doors that sit in the wall of the gatehouse and gives them an almighty shove with his shoulder. To his surprise, they actually swing open!

The gates open on a broad chamber with a vaulted roof. Two large fires burn in the room, and spiral stairways climb up in each corner toward the ceiling. The gate on the far side of the room is barricaded on the inside with timber and furniture.

A pair of goblins, a male and a female, cower in one corner of the chamber.

Map


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 watches as Vermundr simply pushes open the door. You have got to be kidding me. He shakes his head and moves in.


INACTIVE - GAME DIED

"Let's use our speed while we have it!" suggests Constantin as he follows Vermundr.


Vala, you have an action this round. I believe everyone except Kaz has moved in


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 has not used a move action yet - he will follow VermundR in...


Sorry, Kaz. That's fine.


retired

Too many posts! Gah!

Vala rushes up to Zed as the group spills through the gate and nods to the top of the gatehouse where the troll with the crossbow lurks. "I can get you up there in an instant, Zed. That troll looks like trouble!"

If Zed's ok with it, Vala will use a heaven's leap hex on him and jester's jaunt him up to the troll. If Zed doesn't want to go and Vermundr indicates he would like to, Vala will send Vermundr instead.

Status:

HP: 39/39
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 14
F/R/W: +5/+2/+9 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Heaven's Leap targets:
Current Wandering Spirit: Heavens
Stardust used: 1/7
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: color spray* [ ], inflict light wounds [ ], magic missile [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (3+1+1*) | DC 16: hypnotic pattern* [ ], glitterdust [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 17: daylight*[ ], fly [ ], lightning bolt [ ] [ ]

Ongoing Effects
haste (4/6 rounds): +1 to hit, +1 to AC and Ref, +30ft movement


Ok ill need to wait for one of those guys to confirm if they want to accept that because itll change the Troll's actions


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 half-turns with an inquisitive glance, them bends his knees and nods. Pitched combat is not the time to question your allies.

Launch me up!


retired

Vala's form a fastball special, coming up! =D


So.... Zed is up in the tower on his own with two Trolls?


Round 3 - Enemy

The Trolls cry out in alarm as the pale-skinned man appears in the tower with them in a glittering arc of magic.

However, they soon regain their composure and launch at the inquisitor with tooth and claw. He defends himself manfully but in the pressed quarters it is inevitable that some attacks break through

Troll 1, bite: 1d20 + 8 ⇒ (14) + 8 = 22 Hit
Damage: 1d8 + 8 ⇒ (1) + 8 = 9
Troll 1, claw: 1d20 + 8 ⇒ (2) + 8 = 10 Miss
Troll 1, claw: 1d20 + 8 ⇒ (5) + 8 = 13 Miss

Grork, bite: 1d20 + 10 ⇒ (1) + 10 = 11
Grork, claw 1: 1d20 + 10 ⇒ (15) + 10 = 25 Hit
Damage: 1d6 + 10 ⇒ (1) + 10 = 11
Grork, claw 2: 1d20 + 10 ⇒ (5) + 10 = 15

Meanwhile the troll in the other tower stomps down the stairs and into the courtyard, ripping the door off at it's hinges as it appears in the doorway, snarling and furious.

For those down below wanting to help Zed, there is a doorway that is closed (but not locked) leading into the tower

Round 4 - Heroes

Map


1 person marked this as a favorite.
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 quickly switches into his defensive stance, going for quick jabs. As he does so he is surrounded by a faint black energy, stitching together his wounds.

Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d10 + 11 ⇒ (6) + 11 = 17/2 = 8

Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d10 + 11 ⇒ (3) + 11 = 14/2 = 7

Confirm: 1d20 + 3 ⇒ (9) + 3 = 12 Ah that's what I get for going defensive.
Crit Damage: 3d10 + 33 ⇒ (10, 3, 9) + 33 = 55

Shield of swings and fighting defensively. Those combined with haste will make my AC go up to 27. Also activating healing judgement to gain fast healing 3.


retired

Awesome setup, Zed. =)

As the other troll lumbers down to the door, Vala lightly taps Vermundr on the shoulder, steering him through a shimmering disc of air to appear up in the tower with Zed and trolls, opposite of the dhampir. "Help Zed, we'll deal with this one!"

Vermundr gets a heaven's leap of his own (to R24), should setup nicely for a flank with Zed.

Status:

HP: 39/39
Negative Energy Resist 5
AC: 15 (11 T / 14 FF) (includes +1 from haste)
CMD: 14
F/R/W: +5/+3/+9 (+2 vs death effects, energy drain, negative energy, & necromancy) (includes +1 from haste)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Heaven's Leap targets: Zed, Vermundr
Current Wandering Spirit: Heavens
Stardust used: 1/7
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: color spray* [ ], inflict light wounds [ ], magic missile [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (3+1+1*) | DC 16: hypnotic pattern* [ ], glitterdust [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 17: daylight*[ ], fly [ ], lightning bolt [ ] [ ]

Ongoing Effects
haste (5/6 rounds): +1 to hit, +1 to AC and Ref, +30ft movement


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 steps through Vala's bridge in space arriving adjacent the trolls. Unlike Zed, the big northerner is a wrecking ball bristling with anger over generations of warfare with trollkind.

Still bolstered by Constantin's psychic spell, he cleaves into the giants.

Attack (haste, power attack): 1d20 + 11 + 1 - 2 ⇒ (15) + 11 + 1 - 2 = 25
Damage: 2d6 + 6 + 2 + 6 ⇒ (4, 4) + 6 + 2 + 6 = 22

Iterative: 1d20 + 6 + 1 - 2 ⇒ (17) + 6 + 1 - 2 = 22
Damage: 2d6 + 6 + 2 + 6 ⇒ (2, 2) + 6 + 2 + 6 = 18

Haste Attack: 1d20 + 11 + 1 - 2 ⇒ (3) + 11 + 1 - 2 = 13
Damage: 2d6 + 6 + 2 + 6 ⇒ (4, 6) + 6 + 2 + 6 = 24

I'm not sure exactly where Vermundr popped up. If applicable add +2 for flanking.

Bodyguarding: 3d20 ⇒ (7, 1, 11) = 19


retired

R24! I even said it in my post! lol =P


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

Reading is hard!


If you guys target the same troll (and I assume you do since you are flanking) then it is down. Again, the wounds seem to start closing as soon as they are opened


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

That was the plan.


Then it worked perfectly!


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 launches a spread of magic missiles against the troll in the courtyard.

3d4 + 3 ⇒ (2, 2, 2) + 3 = 9


Hazel finds herself almost face to face with the slobbering troll and armed with a shortbow rather than hr favoured weapon. Nevertheless, she raises it and fires, sending an arrow gleaming with holy power at the horrid thing before her.

Hazel, shortbow: 1d20 + 5 ⇒ (14) + 5 = 19 Hit
Damage: 1d6 ⇒ 3 and Holy damage: 1d6 ⇒ 1

Constantin to act this round

Map

Let me know if the map is ok for you guys


retired

works for me! also, I like the full photo of the troll on the right =)


Round 4 - Enemy

Constantin you still have a round 3 action to take but I wanted to update whilst I had a chance.

The troll in the courtyard lumbers out of the doorway and snaps it's jaws out at Hazel. It peels away a strip of flesh from her arm before she is able to deflect it's pair of claw attacks.

Troll 2, bite, Hazel: 1d20 + 8 ⇒ (13) + 8 = 21 Hit
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Troll 2, claw 1, Hazel: 1d20 + 8 ⇒ (1) + 8 = 9
Troll 2, claw 2, Hazel: 1d20 + 8 ⇒ (6) + 8 = 14

The assumed leader of the trolls meanwhile throws himself at Zed but the inquisitor is ready for it and dodges a trio of deadly attacks.

Grork, bite, Zed: 1d20 + 10 ⇒ (5) + 10 = 15 Miss
Grork, claw 1, Zed: 1d20 + 10 ⇒ (12) + 10 = 22 Miss
Grork, claw 2, Zed: 1d20 + 10 ⇒ (11) + 10 = 21 Miss

I posted the wrong damage for these guys last time. Zed you can recover 6 hp from the last time you were attacked

Round 5 - Heroes

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

The map is fine! 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

With the tide of the battle turned Zed switches back to the offensive with big loping swings.

Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d10 + 11 ⇒ (7) + 11 = 18

Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d10 + 11 ⇒ (5) + 11 = 16


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 climbs atop the fallen troll to hack at the next.

I'll provoke moving up.

Attack (haste, power attack): 1d20 + 11 + 1 - 2 ⇒ (13) + 11 + 1 - 2 = 23
Damage: 2d6 + 6 + 2 + 6 ⇒ (4, 1) + 6 + 2 + 6 = 19

Bodyguarding: 3d20 ⇒ (3, 9, 16) = 28


retired

Vala skates back a few steps from the hideous troll in their midst and calls an orb of scintillating fire to her hand.

move to P23, cast produce flame

Status:

HP: 39/39
Negative Energy Resist 5
AC: 15 (11 T / 14 FF) (includes +1 from haste)
CMD: 14
F/R/W: +5/+3/+9 (+2 vs death effects, energy drain, negative energy, & necromancy) (includes +1 from haste)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Heaven's Leap targets: Zed, Vermundr
Current Wandering Spirit: Heavens
Stardust used: 1/7
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: color spray* [ ], inflict light wounds [ ], magic missile [ ] [ ], produce flame (CL7) [X]
Level 2 spells (3+1+1*) | DC 16: hypnotic pattern* [ ], glitterdust [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 17: daylight*[ ], fly [ ], lightning bolt [ ] [ ]

Ongoing Effects
haste (6/6 rounds): +1 to hit, +1 to AC and Ref, +30ft movement
produce flame (1/7 minutes)


Do you guys want to move your own tokens on the map or give me a grid reference for me to do it? You have 'edit' access so can we do either


Vermundr, AOO: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 + 7 ⇒ (7) + 7 = 14

I think that's a hit Vermundr? Your AC is 21 because the first bodyguard failed?


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

They all succeeded actually - Zelda bodyguards on anything but a 1. But even with Bodyguard, Vermundr's AC is only 18 currently so that hits.


INACTIVE - GAME DIED

Round 3

Moving through the door and upstairs.

Round 4

Constantin points and flares with psychic energy as he launches ectoplasmic bolts of force into the still-standing troll.

Since Vala's got the fire covered I'll just throw some more damage into an enemy that's still up!

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


Hazel will drop her bow, draw her Starknife and strike once!

Hazel, sacred weapon: 1d20 + 7 ⇒ (14) + 7 = 21 Hit
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

4,301 to 4,350 of 7,976 << first < prev | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / JZ's Stand Against the Darkness - Carrion Crown All Messageboards

Want to post a reply? Sign in.