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

Game Master JamZilla

Map

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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

"I will admit to a certain amount of trepidation...but I can't think of any more preparation."


Are you all going across together, one at a time or in groups? Also, who is taking the lead?


INACTIVE - GAME DIED

I usually recommend one at a time for these kinds of precarious situations!


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

Feeling much stronger after Hazel's healing prayer, Vermundr steps to the front again. "I'll cross first. I'm no doubt the heaviest. If it can bear my weight the rest of you should be fine."

Zelda buzzes in disapproval but follows her master's lead.


INACTIVE - GAME DIED

Constantin watches from the near side as Vermundr steps out. "Should we rope you off?"


Inactive

"We should definitely rope him off, especially since Vala's already used that little teleport-trick-thing she can do on just about all of us," Hazel agrees. "And after finding trolls at the front door, rust monsters, and traps summoning things to throw us off the ledges I don't trust anything about this place!"

She begins digging into her pack, quickly producing a thick coil of rope. "There's 50 feet right here and I'm happy to put it to use unless someone else has a better idea."


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

"Do we have any fly spells left?" Zed inquires. "Depending on the stability of course...Vermundr hold a moment." Zed takes out a length of rope. "If we're going to test it, let's make sure our test subject survives. Here." Zed ties the rope around his waist, then hands the other end to Vermundr.

Zed will tie his rope around his waist, then let the other party members hold it while he crosses. If it just flat out fails we should learn that without anybody dropping.


Despite the fact the rope bridge sways a little as Zed steps out onto it, it seems very well constructed abd easily hold his weight without any sign of stress on the thick ropes that anchor it on either side of the falls


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 think we should be alright. Let's go one at a time still."


Vermundr first, yes?


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

Yes.


Inactive

"Well yeah, I wasn't worried so much about the bridge breaking but about other things happening to make someone fall," Hazel points out. "It's constructed well enough, from what I can see."

"But anyway yes, let's get going. I can bring up the rear," she adds.


retired

Vala shakes her head at Zed's question of flight then sighs. "I just knew we'd have to cross this dreadful thing at some point. Do be careful, all of you."


The slender rope bridge extends across the long gorge beyond the scaffolding and terminates at a two storey building topped with a tall tower. Vermundr steps onto the bridge, and though it feels more than strong enough to hold his weight, he can feel his every movement causing the structure to sway beneath his feet.

The bridge requires an acrobatics check to cross safely. You may not take 10 in this situation because you are hundreds of feet above a gorge which is somewhat distracting!

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

Acrobatics: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6


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 we get a bonus for hunkering down and/or moving at a crawl? Vermundr's acrobatics is nonexistent.


Vermundr wrote:

Can we get a bonus for hunkering down and/or moving at a crawl? Vermundr's acrobatics is nonexistent.

Sure, you have a rope tied between you as well I think so that might lend some stability. You can get a +4.

Aside from magic and/or removing your armour that's probably about as good as you'll get

Zed and Vermundr please make your rolls


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

Acrobatics (with rope, no armor): 1d20 + 2 + 4 ⇒ (3) + 2 + 4 = 9


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

After spending a moment removing the bulk of his heavy armor, Vermundr joins Zed in scuttling across the bridge.

Acrobatics (rope, no armor): 1d20 + 4 ⇒ (15) + 4 = 19


INACTIVE - GAME DIED

Acrobatics: 1d20 - 1 ⇒ (19) - 1 = 18


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

Packing armor and roping backpacks to pull along later...

acrobatics with rope: 1d20 + 4 ⇒ (5) + 4 = 9

sigh


Inactive

Do we need to all roll now or should we wait to see what happens first with Zed and Vermundr trying to cross?


Vermundr begins to cross. Unburdened by his armour and with the rope securing him he nonetheless feels nervous of the slight sway in the bridge and the ever-present yawning waterfall beneath him.

But he moves confidently, keeping his eyes ahead rather than down and before long is making good progress. He crosses to the mid-point and looks back, giving his companions the nod as if to say; If you can make it across, it will hold you.

Zed meanwhile plays out the rope. He moves to follow when a decent amount stretches between him and the warrior in front but the board of the bridge are slick with spray and his boot slips off. Temporarily he slips to one knee, making Vala's heart leap in her chest but he quickly rights himself and stands.

Zed, no progress

As Vermundr takes his final step beyond the mid-point, he does not notice the conjuration circle drawn in blood on the planks beneath him. It begins to glow a soft red and then all at once begins to blaze with crimson.

Constantin:

On the other side of the bridge Constantin's head begins to pound with a headache that splits between his ears. They ring with the screams of the dead, those dying in the agony of flames and in horror. He can feel the heat on his face, the searing of and somehow he knows, through powers and senses he does not understand and yet terrify him to his core, that something terrible place just ripped it's way here!

The conjuration circle pulses once, like when a stone is thrown into a pond, and the ripples run out bringing with them the stench of sulfur and the howls of the damned.

Fifty feet above the bridge a woman with skin the colour of ash and eyes of hollow white unfurls wings of charcoal black. She arches her back in an ecstasy of freedom - but it is short lived. Her eyes narrow as she sees Vermundr and she calls out to the sky itself in a voice thick with hatred:

AURON VROOD! I will honour our agreement! And when I kill these maggots our business will be done - I will owe you nothing!

She raises a bow of pure Hellfire and points it at the warrior.


Initiative:

Kazamir init: 1d20 + 0 ⇒ (8) + 0 = 8
Vala init: 1d20 + 0 ⇒ (9) + 0 = 9
Hazel init: 1d20 + 3 ⇒ (15) + 3 = 18
Vermundr init: 1d20 + 0 ⇒ (17) + 0 = 17
Constantin init: 1d20 + 1 ⇒ (1) + 1 = 2
Zed init: 1d20 + 4 ⇒ (11) + 4 = 15
11.5

1d20 + 6 ⇒ (2) + 6 = 8
8

Round 1 - 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

So I don't forget when Kaz's turn gets around: Know/planes ( I am guessing)w. inspiration
1d20 + 8 + 1d6 ⇒ (6) + 8 + (4) = 18


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

Facing a flying opponent with a bow while he's armed, Vermundr quickly recognizes he's at the disadvantage. "Back!" he warns before retreating across the bridge. "Get back inside!"

Not sure how quickly we can move safely but if he can get there Vermundr will move inside.


Vermundr wrote:

Facing a flying opponent with a bow while he's armed, Vermundr quickly recognizes he's at the disadvantage. "Back!" he warns before retreating across the bridge. "Get back inside!"

Not sure how quickly we can move safely but if he can get there Vermundr will move inside.

The map is accurate Vermundr in terms of your positioning. You will need to make acrobatics checks at DC 10 to get back across or to cross to the other side. Failure by 5 or more means you will fall (although you will get a Reflex save to catch yourself and then you are still attached to the rope). Failure by 5 or less will means you make no progress

Using acrobatics while moving halves your speed also


Kazamir Rhuul wrote:

So I don't forget when Kaz's turn gets around: Know/planes ( I am guessing)w. inspiration

1d20+8+1d6

Kaz, you recognise this only from pictures you may have seen at a glance in the past. It is an Erinyes devil.

It is immune to fire and resists acid and cold while also having Spell Resistance

It is also a very good marksman with the flaming bow


Inactive

Though surprised by the sudden appearance of the winged-woman, Hazel quickly realizes that Vermundr and Zed both are in terrible danger as long as they remain out on the bridge.

"Come on! I'll cover you!" she screams to her friends as she draws her bow, which flashes with a pale green light. She then moves past Vala and steps out onto the bridge.
______

Hazel moves to her current position and draws her bow, using her Holy Strike blessing on it as a standard action. Do you need any sort of acrobatics check for stepping out onto that first square of the bridge?


No, that's fine Hazel


retired

Knowledge (planes): 1d20 + 13 ⇒ (4) + 13 = 17
"Watch yourself, dear." Vala whispers before sending another blast of lightning from her hands, this time through the open air and into the suddenly formed erinyes.

"Your debt won't be repaid today, devil!"

CL vs Spell Resistance: 1d20 + 6 ⇒ (2) + 6 = 8
Lightning Bolt (DC 17): 6d6 ⇒ (6, 3, 3, 2, 6, 6) = 26

Status:

HP: 34/39
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: 1/7
Healing Hex targets: Hazel, Vermundr, Vala, Kaz
Heaven's Leap targets: Zed, Vermundr, Kaz, Constantin
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 [X], lightning bolt [X] [X]

Ongoing Effects

Losing spells outright to spell resistance is one of the absolute most frustrating things for me as a player. Stinking dicebot.


Valavastra Cross wrote:

[dice=Knowledge (planes)]1d20+13

"Watch yourself, dear." Vala whispers before sending another blast of lightning from her hands, this time through the open air and into the suddenly formed erinyes.

"Your debt won't be repaid today, devil!"

[dice=CL vs Spell Resistance]1d20+6
[dice=Lightning Bolt (DC 17)]6d6

** spoiler omitted **

Losing spells outright to spell resistance is one of the absolute most frustrating things for me as a player. Stinking dicebot.

When I last played a blaster-caster, I spent so much money on Dweomer Essence


INACTIVE - GAME DIED

Constantin shifts to a position where he has better line of sight. He exhales slowly as he focuses and says, "I wonder if I can banish her."

Time to try the dispel magic that we talked about earlier.

Caster level check: 1d20 + 6 ⇒ (11) + 6 = 17

Probably that's a no.


retired

Back in ye olde 3.5 days, I always would take that feat that let you take 10 on CL checks. I miss it.

Man, Constantin - that would be so clutch if it works! Good grief!


Constantin Ionescu wrote:

Constantin shifts to a position where he has better line of sight. He exhales slowly as he focuses and says, "I wonder if I can banish her."

Time to try the dispel magic that we talked about earlier.

[dice=Caster level check]1d20+6

Probably that's a no.

Sadly no. It's doable, but would take a good roll. It's a DC 22 (11 + CL of a 6th level spell)


Vermundr acrobatics: 1d20 + 4 ⇒ (6) + 4 = 10

Though he slips, Vermundr rights himself and begins scrambling back toward his allies.

Zed and Kazamir with actions this round


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

Knowledge (planar): 1d20 + 6 ⇒ (9) + 6 = 15

Acrobatics: 1d20 + 6 ⇒ (9) + 6 = 15

Zed frowns up at the outsider then quickly moves back inside, drawing his crossbow. He fires off a bolt as he goes inside.

Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d8 ⇒ 7


Zed backs off along the bridge back onto the solid ground but his bolt sails wide.

It's a demon! barks Kazamir. Our spells will have difficulty punching through it's protection.

Despite this he summons his will and sends a series of force projectiles at the demon.

SR: 1d20 + 6 ⇒ (15) + 6 = 21 Success
MM: 5d4 + 5 ⇒ (1, 1, 3, 1, 4) + 5 = 15


The boards are really up and down for me, I'm struggling to get an update on tonight :/


Round 1 - Enemy

The Devil screeches in delight as she looses a series of flaming arrows at Vermundr with almost blinding speed.

Shot 1: 1d20 + 14 ⇒ (10) + 14 = 24 Hit
Damage: 1d8 + 6 ⇒ (6) + 6 = 12 and Fire: 1d6 ⇒ 3

Vermundr acrobatics: 1d20 + 4 ⇒ (8) + 4 = 12 Success

Shot 2: 1d20 + 14 ⇒ (10) + 14 = 24 Hit
Damage: 1d8 + 6 ⇒ (5) + 6 = 11 and Fire: 1d6 ⇒ 2

Vermundr acrobatics: 1d20 + 4 ⇒ (1) + 4 = 5 Fail

Shot 3: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13 Miss

The first two burning arrows slam into Vermundr's back. He grunts in pain and the second causes him to stumble and slip. He crashes to the wooden planks of the bridge which now begins swaying violently.

Round 2 - Heroes


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

S@+#. Zed steps back out, offering a hand to Vermundr to drag him back inside.


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 takes the pale offered hand and scrambles to his feet. Heedless of the arrows sticking out of his shoulder, he rushes inside the ruined building.

Vermundr acrobatics: 1d20 + 4 ⇒ (18) + 4 = 22


INACTIVE - GAME DIED

Constantin launches another volley of magic missiles, then moves to take cover behind the wall.

Spell penetration: 1d20 + 6 ⇒ (15) + 6 = 21
Magic missile damage: 3d4 + 3 ⇒ (3, 2, 2) + 3 = 10


Inactive

As Vermundr and Zed scramble for cover, Hazel is true to her word and attempts to offer additional cover fire from her bow.

Attack (Shortbow; +1 Arrow, Holy Strike Blessing): 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Holy Strike Damage: 1d6 ⇒ 2


Constantin's orbs of force streak across the chasm and slam unerringly into the chest of the demon. Hazel's shot however misses as the thing twists gracefully in the air, the arrow sailing off into the spray of the waterfall.

Kaz and Vala to act. I'm not sure on Vala's spells so I will just use a MM from her too

Caster Level Check: 1d20 + 6 ⇒ (14) + 6 = 20 Success
Damage: 3d4 + 3 ⇒ (1, 3, 2) + 3 = 9

Following suit, Vala unleashes her own barrage of arcane projectiles. While not damaging in and of themsleves, this relentless and unfailing assault begins to show that it is whittling the demon down.

Will wait for Kaz so I don't bot him twice.


Actually I read in another thread that Kaz is moving home and his posting may be patchy.

When in Rome...

We have to drive it back! Kazamir shouts. Hit it with whatever you have!

Caster check: 1d20 + 6 ⇒ (19) + 6 = 25 Success
MM: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8

After blasting out the last of his arcane missiles, Kazamir retreats further into the destroyed building.


Round 2 - Enemy

The demon swoops downward at a crazy angle, her mastery of the air currents above the waterfall almost complete.

She reaches out a clawed hand and suddenly a thick, oily blackness fills the area around most of the heroes.

Unholy Blight: 5d8 ⇒ (1, 4, 5, 3, 4) = 17

Zed will save: 1d20 + 8 ⇒ (1) + 8 = 9 Fail
Vermundr will: 1d20 + 5 ⇒ (1) + 5 = 6 Fail
Hazel will: 1d20 + 7 ⇒ (10) + 7 = 17 Fail
Vala will: 1d20 + 9 ⇒ (18) + 9 = 27 Success

Vala takes half damage. Everyone else affected are also sickened for 1d4 ⇒ 1 rounds

Round 3 - Heroes

Map


Inactive

Hazel gasps and immediately begins coughing and hacking as the oily blackness surrounds them and seeps into their lungs. She calls upon Desna's holy power, causing a burst of light to erupt around the devil.

Spell Resistance: 1d20 + 6 ⇒ (4) + 6 = 10

Unfortunately it seems to have no effect and she falls back inside the safety of the building.
______

Hazel attempts to cast Burst of Radiance and then moves back inside the building.


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

As a neutral character Zed should auto take half and avoid the condition.

Zed ducks inside the building. "We aren't very good at ranged. What's the plan?"


Zed Ulmin wrote:

As a neutral character Zed should auto take half and avoid the condition.

Zed ducks inside the building. "We aren't very good at ranged. What's the plan?"

Yep, that's fine

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