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

Game Master JamZilla

Map

LOOT


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Round 5 - Enemy

The troll that Vermundr and Zed defeated groans suddenly and it's eyes snap open. Suddenly the tower is full and it's nostrils are filled with the smell of blood.

From the ground it lashes out at all comers!

Troll 1, Constantin: 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11 Miss
Troll 1, Vermundr: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5 Miss
Troll 1, Zed: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22 Hit
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Grork sees his ally has regenerated and he shouts;

You help Grork with these and I'll see you well rewarded!

Grork, Vermundr: 1d20 + 10 ⇒ (18) + 10 = 28 Hit
Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Grork, Vermundr: 1d20 + 10 ⇒ (4) + 10 = 14 Miss
Grork, Vermundr: 1d20 + 10 ⇒ (15) + 10 = 25 Hit
Damage: 1d6 + 7 ⇒ (5) + 7 = 12
Rend: 1d6 + 7 ⇒ (4) + 7 = 11

The troll chief rips into Vermundr with newfound enthusiasm, tearing strips of the warrior's flesh with tooth and claw.

Down in the courtyard, the final troll leaps at the puny human girl in front of him.

Troll 2, Hazel: 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9 Miss
Troll 2, Hazel: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21 Hit
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Troll 2, Hazel: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19 Hit
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

The warpriestess cries out in pain; We need fire, this thing is just regenerating!

Round 6 - Heroes

This is the last round of haste

Map

The troll with the red halo is the one who regenerated and became conscious again


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

Grork's claws leave Vermundr bloodied but his bond with his familiar blunts the pain. He slams his blade into the troll thrashing underneath him before turning his attention back to the giant leader.

Attack (haste, power attack, prone): 1d20 + 11 + 1 - 2 + 4 ⇒ (12) + 11 + 1 - 2 + 4 = 26
Damage: 2d6 + 6 + 2 + 6 ⇒ (6, 5) + 6 + 2 + 6 = 25

I assume that knocks him out again.

Iterative: 1d20 + 6 + 1 - 2 ⇒ (14) + 6 + 1 - 2 = 19
Damage: 2d6 + 6 + 2 + 6 ⇒ (2, 3) + 6 + 2 + 6 = 19

Haste Attack: 1d20 + 11 + 1 - 2 ⇒ (4) + 11 + 1 - 2 = 14
Damage: 2d6 + 6 + 2 + 6 ⇒ (1, 3) + 6 + 2 + 6 = 18

Bodyguarding: 3d20 ⇒ (18, 17, 6) = 41


Lol yep, he's unconscious again. Grork has looked better too


INACTIVE - GAME DIED

Round 5

Constantin focuses and the still-conscious Grork suddenly bursts into flames!

Activating spontaneous immolation on Grork. Vala should be able to get the unconscious one with a coup using her produce flame spell!

Spontaneous immolation damage: 3d6 ⇒ (5, 3, 5) = 13 (Fort save DC 15 for half damage)

If the Fort save is failed, the troll also catches fire. Once on fire it's a DC 15 Reflex save on each succeeding turn to avoid taking another 1d6 fire damage.

Round 6

Counting on Vala to burn the other troll, Constantin focuses on using his longspear to help defend Vermundr.

Aid another: 1d20 + 3 ⇒ (7) + 3 = 10


Grork fort: 1d20 + 13 ⇒ (15) + 13 = 28

Even with that save, that fire spell really put a crimp in his day. Grork looks on his last legs now


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 the onslaught.

Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d10 + 11 ⇒ (4) + 11 = 15

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


Zed presses the troll up against the wall, forcing it back and then bringing his tetsubo around in a backhand swipe that crashes against the monster's face, spilling blood and teeth alike.

Grork is down


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

How many trolls are down but not burnt?


2 are down, the ones in the tower with you. Neither are dead.


Hazel, I know you worked a night shift last night and there were a lot of posts in between - when you pick this up your HP is 25/51


retired

Vala slings an orb of fire at the troll harrying Hazel. "Zed and Vermundr can handle those trolls in the tower! Kazamir, help Hazel with this one!"

Produce Flame: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9for: 1d6 + 5 ⇒ (1) + 5 = 6

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: 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
produce flame (2/7 minutes)


Vala, is that inclusive of the penalty for firing into melee?

You'll probably need to move to avoid soft cover from Hazel and Kaz too


retired

Nope - I forgot the -4. I'll edit it in. Hopefully a size penalty to AC still makes that touch attack a hit?


Sadly then that is a miss vs the touch Ac of 11 :(

Vala's ball of flame streaks across the courtyard and, as menacing as the troll looks, it howls in fear like a scalded cat eventhough the ball passes a clear foot over it's head.


Inactive

Realizing that she may need to keep the troll occupied for just a bit longer until Zed and Vermundr can finish off the other two up top, Hazel calls upon Desna's blessing to imbue her starknife with holy power and then channels her focus into healing some of her wounds.

Come on guys, hurry it up...!

Fervor (Self; Swift Action): 2d6 ⇒ (6, 4) = 10 hitpoints healed.

"See!? I can regenerate too!" she snarls.
_________

Hazel uses a swift action Fervor to heal herself and then a standard to activate Holy Strike on her starknife.


Kazamir tries to draw attention too, unleashing another barrage if magic missiles on the horrid troll.

MM: 3d4 + 3 ⇒ (4, 4, 3) + 3 = 14


Round 6 - Enemy

The two trolls in the tower still lie in a slowly bleeding heap, but their wounds continue to regenerate before your very eyes.

Down in the courtyard though, Hazel continues to have her hands full standing toe to toe with the one remaining giant.

Troll 2, Hazel, bite: 1d20 + 8 ⇒ (18) + 8 = 26 Hit
Dmage: 1d8 + 5 ⇒ (7) + 5 = 12
Troll 2, Hazel, claw 1: 1d20 + 8 ⇒ (1) + 8 = 9 Miss
Troll 2, Hazel, claw 2: 1d20 + 8 ⇒ (1) + 8 = 9 Miss

Round 7 - Heroes

I think Haste is gone now

Map


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 there enough structure where the doors are at the front of gatehouse to move across it?


Vermundr wrote:
Is there enough structure where the doors are at the front of gatehouse to move across it?

No. Although the walls are described as crenelated, there is no walkway between the towers. You can probably reach the troll in the courtyard with a double move but not attack. Looks like it is 45ft away


INACTIVE - GAME DIED

Haste is over.

Constantin shifts his attention to one of the trolls and with a frown of concentration he unleashes unstable psychic reverberations that cause it to burst once more into flames.

Spontaneous immolation damage: 3d6 ⇒ (6, 6, 5) = 17


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'll start heading that way at least.

"Keep these two down. I'll help the others", Vermundr warns the inquisitor before heading for the stairs.

Reaching the bottom of the stairs, Vermundr breathes across his new ring causing a javelin of pure darkness appears in his clenched fist. The big northerner rears back and hurls it with all his strength at the troll facing down Hazel.

Spending a rage round to cast ray of enfeeblement via ring of ancestral blood magic.

Ranged Touch (melee): 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13
Strength Penalty (fort 12 for half): 1d6 + 3 ⇒ (2) + 3 = 5


Which one Constantin? It is potentially relevant. Grork or normal Troll?


INACTIVE - GAME DIED

Trying to finish off Grork. Not sure if he even gets a save since he's helpless and unconscious, been so long since I looked up how that works!

EDIT: Added damage roll above. Initially rolled 2d6 incorrectly - it's 3d6 damage.


Vermundr wrote:

I'll start heading that way at least.

"Keep these two down. I'll help the others", Vermundr warns the inquisitor before heading for the stairs.

Reaching the bottom of the stairs, Vermundr breathes across his new ring causing a javelin of pure darkness appears in his clenched fist. The big northerner rears back and hurls it with all his strength at the troll facing down Hazel.

Spending a rage round to cast ray of enfeeblement via ring of ancestral blood magic.

Oh, nice.

Troll fort: 1d20 + 11 ⇒ (14) + 11 = 25 Save, still takes 2 points of str


INACTIVE - GAME DIED

"Finish off that one!" shouts Constantin after he sets Grork on fire.


Constantin Ionescu wrote:

Trying to finish off Grork. Not sure if he even gets a save since he's helpless and unconscious, been so long since I looked up how that works!

EDIT: Added damage roll above. Initially rolled 2d6 incorrectly - it's 3d6 damage.

It doesn't matter, even half damage will now kill him

Grork erupts into a conflagration of foul-smelling flame.


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 nods as his Ulfen ally runs off, raising his tetsubo above his head and bringing it down on the still-regenerating troll.

Coup de Grace Damage: 4d10 + 44 ⇒ (2, 7, 8, 3) + 44 = 64


So am I right in thinking that these things can't be killed until they are brought to negatives beyond their Con threshold and then fire or acid is used to finish them off? Because if that's true this guy is currently on -82 :/


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 that's correct GM. A coup de grace won't kill it, but it's going to make its regeneration take a hell of a lot longer to bring him to his feet.


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

Pathfinder has done some funky things with regeneration. If a creature with regen takes fire or acid damage in a round, the NEXT round, it does not regenerate. If it dies in that next round, it stays dead.

"Regeneration (Ex) A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature's regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature's descriptive text describes the types of damage that cause the regeneration to cease functioning.

Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally."


Well after the mess Zed just made, it's regeneration had better be like this.


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

Heh...a house rule/recurring line from our old White Wolf game was "You can't regenerate from protoplasm." It came up more often than you'd think...


Kaz and Hazel I think have actions this round


INACTIVE - GAME DIED
Kazamir Rhuul wrote:

Heh...a house rule/recurring line from our old White Wolf game was "You can't regenerate from protoplasm." It came up more often than you'd think...

That's not even a house rule! Aggravated damage is described as including damage from any sufficiently violent and destructive force, so an injury that is especially powerful, like having a building fall on you, could be classed as aggravated damage, which can kill just about anything in the WoD!


Inactive

Hazel smiles grimly as she realizes that assistance is on its way. She just needed to hold out a bit longer. With a look of determination she adopts a defensive fighting stance as she continues to slash at the troll with her starknife.

Attack (Starknife; Divine Favor, Fighting Defensively, Holy Strike): 1d20 + 7 + 2 - 4 ⇒ (14) + 7 + 2 - 4 = 19
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Holy Strike Damage: 1d6 ⇒ 6
________

Hazel's AC becomes 20 until her next turn!


Vala frowns as her first shot misses but takes aim a second time and throws another small ball of fire.

Produce Flame: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1 Miss

But once again the melee is too frantic and she fears for hitting Hazel.

Round 7 - Enemy

Seeing that the other humans are descending from the tower, the troll is smart enough to know they must have done for old Grork. He fancied his chances against the little girl, but not so much the hairy one or the scary one.

And so with that, the lumbering beast turns and begins to run with great bounding strides out of the now open gatehouse doors and along the path.

Not a withdraw action so Hazel gets an AOO but he is double moving along the path.

Round 8 - Heroes

Or are you letting him go?

Map


Busy day guys?


INACTIVE - GAME DIED

I think everyone is waiting for someone else to make the decision about whether to let the troll go.


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 wants to run him down and string him up but OOC I see little reason to do so.


INACTIVE - GAME DIED

OOCly, there's nothing to say that he isn't going to run to another group of troll buddies and come back with help.

I'm gonna try something. I hope it doesn't go horribly wrong.

Constantin focuses and something in his voice takes on an unusual timbre. He speaks in a guttural, clipped, consonant-heavy language.

Giant:
"Maybe you should try talking and parleying with us."

Cast suggestion, Will save DC 15.


Inactive

Although she knows it won't do much good, Hazel takes a swipe at the troll as he turns and begins retreating.

AoO (Starknife; Divine Favor, Holy Strike): 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Holy Strike Damage: 1d6 ⇒ 1

She readies to give chase but then halts as she hears Constantin cast and then speak in a language unfamiliar to her.
________

Will wait to see what the outcome of Constantin's spell is before doing anything further.


Thr Troll stops dead in its track before slowly turning and heading back toward the psychic, stopping in front of him and saying;

Giant:
Thought maybe I should try talking and parlaying instead.

1d20 ⇒ 2


The Troll failed it's will save and is under Constantin's Suggestion


INACTIVE - GAME DIED

Constantin holds out a hand to his companions. "Hold, please - it is willing to talk," he explains.

Giant:
"Parley, then. If we have no reason to do battle we may well go our separate ways. How did you arrive at this castle? Are there many trolls here or living nearby?"

Constantin also activates detect thoughts as a spell-like ability.


retired

Vala checks her step, as she was rearing back to hurl another tongue of flame, but shoots Constantin an encouraging smile as he manages to tame the brute. She waits patiently for him to translate and interpret, the orb of fire still dancing languidly in her palm.

She reaches out to Hazel in the interim, easing some of her injuries. "There, dear. I hope that's a bit better at least?"

Healing Hex: 2d8 + 5 ⇒ (5, 7) + 5 = 17

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
Healing Hex targets: Hazel
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
produce flame (3/7 minutes)


Contantin:

Nope. Just us an' Grork. Ain't many around here, they mostly live in the Tusk Mountains but we been wandrin' a while. Came across this place an' we wanted to steer clear. But Grork checked it out with his eyepiece an' reckoned it was deserted.

We went in an' sure enough all the killin' was already done. Shame really. But there's a scary dog on th' other side of th' bridge an' we hadn't figured how to get past it yet.

One of the goblins suddenly cries out;

Watchoo longshanks talkin' with it for?? Kill it afore it kills us all!


INACTIVE - GAME DIED

Constantin nods his head as the troll speaks, still seemingly concentrating hard.

"Please keep them quiet," he says offhandedly to the group. "This one says that he and his fellows came across this place by accident, decided it was abandoned and someone had killed everyone here, and moved in. They say that there's a scary dog on the other side of the drawbridge and they couldn't get past it."

Constantin pauses, then says, "Given what trolls fear, that probably means a fire-breathing hound."

He turns his attention back to the troll, his mind continuing to bore into the creature's awareness.

Giant:
"The killing was already done? Were there still bodies strewn about? Or just old skeletons?"


Giant:
No bodies. No skellingtons. There was already a mess in 'ere (the Gatehouse) and some blood and stuff.

Just reiterating the room description

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 with timber and furniture.

Perception DC 10:

While examining the barricade you find a stained and ragged gray tunic with blue trim.

Perception DC 15:

Hunks of dubious meat (mostly local mountain goat) hang from meat hooks attached to an old staff among piles of timber. Far from looking bent and broken, the staff looks in remarkably good condition and even radiates an aura of magic. Clearly the Trolls had no idea

I also assume you finish off the other Troll

Loot:

Grork had a masterwork heavy crossbow (large size)
Grork wears the mummified hands of 20 of his victims, and has thrust several needles through his flesh, three of which are actually fancy hatpins ending in tiny rubies, worth 150 gp each. He also carries a magnificent spyglass bound in gold worth 1,500 gp

You no kill us! You no kill us longshanks. We nice, we nice, we nice! the female cries out in an annoying high-pitched whine. We the Trollses slaves!


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 an unhappy animal growl but leaves Constantin to chat with the enchanted troll.

Perception: 1d20 + 12 ⇒ (17) + 12 = 29
Perception: 1d20 + 12 ⇒ (17) + 12 = 29

"Why don't you start with what you know about this place", the big northerner demands from the goblins. "Have you seen what's beyond that bridge - the one with the dog the trolls seem frightened of?"

Spotting potential valuables among the detritus, Vermundr fishes out the stained tunic and well-made staff. "Are these colors familiar to anyone?"


No we ain't seen nothing. Trollses wanted to go across but the nasty dog chased them off. They been here waiting for big nasty to think of how to get across. the male goblin replies.

Trolls make us cook and kicks us when not happy. They take us from swamp moons and moons ago. We not nasty, we nice! says the female once more, as if trying to reassure Vermundr they aren't evil

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