Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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Uuranx time!


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

Activate Touch of Rage 2 opportunisticgambler: 1d4 + 1 ⇒ (2) + 1 = 3

"Iomadae, Lend me your strength!! Send this vile creature back to it's putrescent spa of filth and vermin!!"

attack with falchion pwrattk&arcnstrk: 1d20 + 19 ⇒ (19) + 19 = 38
confirm crit: 1d20 + 19 ⇒ (3) + 19 = 22
damage: 2d4 + 24 ⇒ (2, 1) + 24 = 27

hasted falchion pwrattk&arcnstrk: 1d20 + 17 ⇒ (17) + 17 = 34

last falchion pwrattk&arcnstrk: 1d20 + 12 ⇒ (12) + 12 = 24
confirm crit: 1d20 + 12 ⇒ (9) + 12 = 21
damage: 2d4 + 24 ⇒ (3, 4) + 24 = 31

almost...


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

I am going to sleep without knowing!


Randtam's hounds assault the thing without much effect. 1d20 + 14 ⇒ (2) + 14 = 16 The bolt of electricity released from Randtam's hands, however, blasts unerringly into the creature's form and aided by the power of the ectoplasmic rod leaves a huge crackling hole and a foul stench.

Uuranx and Balator land some solid melee blows while Alamin does her best to keep the good guys on their feet.

The creature attempts to see if it can harm faster than Alamin can heal:

on: 1d4 ⇒ 4 Random Hound
touch: 1d20 + 15 ⇒ (7) + 15 = 22
6d6 ⇒ (5, 6, 1, 6, 3, 3) = 24
on: 1d4 ⇒ 2 Balator
touch: 1d20 + 15 ⇒ (18) + 15 = 33
6d6 ⇒ (5, 4, 4, 4, 6, 4) = 27
on: 1d4 ⇒ 3 Uuranx
touch: 1d20 + 15 ⇒ (2) + 15 = 17
6d6 ⇒ (6, 5, 6, 6, 3, 1) = 27
on: 1d4 ⇒ 1 Alamin
touch: 1d20 + 15 ⇒ (18) + 15 = 33
6d6 ⇒ (2, 6, 5, 2, 5, 3) = 23

DC 22 FORT for 1/2

As the party watches in horror a small section of blobulous matter splits off and moves towards Randtam at an amazing speed!

Alamin, Balator, Randtam, Uuranx


Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

-14HP

DC 22 FORT: 1d20 + 16 ⇒ (2) + 16 = 18

Alamin absorbs the full blast of the tendril.

-37HP

3/6LOH: 1d6 ⇒ 1
pulse heal 3/8: 2d6 ⇒ (5, 6) = 11

-25HP


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4
Alamin Silvergleam wrote:

-14HP

[dice=DC 22 FORT]1d20+16

Alamin absorbs the full blast of the tendril.

-37HP

[dice=3/6LOH]1d6
[dice=pulse heal 3/8]2d6

-25HP

1/2 damage Bastion of Good!


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

Balator fails to evade the tendril again, but between Uuranx's sacred shield and Alamin's healing the damage is minimized.

"Keep fighting my new friends, the Professor is depending on us!"

fort: 1d20 + 10 ⇒ (7) + 10 = 17

ecb: 1d20 + 18 ⇒ (2) + 18 = 20
dam: 1d10 + 1d6 + 14 ⇒ (2) + (6) + 14 = 22

ecb: 1d20 + 13 ⇒ (5) + 13 = 18
dam: 1d10 + 1d6 + 14 ⇒ (9) + (1) + 14 = 24

ecb: 1d20 + 18 ⇒ (14) + 18 = 32
dam: 1d10 + 1d6 + 14 ⇒ (3) + (5) + 14 = 22

-59 HP (effectively -18 more due to con damage)
-3 CON
-5 CHA


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Hound Archons go completely defensive and try to take any attack on the four warriors. They sacrifice their bodies for the four.
Randtam cast Protection from Evil on himself.


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

attack with falchion pwrattk&arcnstrk: 1d20 + 19 ⇒ (15) + 19 = 34
confirmcrit: 1d20 + 19 ⇒ (20) + 19 = 39
critdamage: 4d4 + 48 ⇒ (3, 3, 4, 2) + 48 = 60

hasted attack pwrattk&arcnstrk: 1d20 + 17 ⇒ (13) + 17 = 30
damage: 2d4 + 24 ⇒ (4, 3) + 24 = 31

last attack pwrattk&arcnstrk: 1d20 + 12 ⇒ (18) + 12 = 30
confirmcrit: 1d20 + 12 ⇒ (19) + 12 = 31
critdamage: 4d4 + 48 ⇒ (2, 4, 3, 2) + 48 = 59

LOH3: 1d6 ⇒ 6

-33hp


Once again Alamin provides some healing to keep the party on its feet as Balator connects once and Randtam casts a protective spell. The real damage is done by Uuranx who lays 3 blows on the thing, 2 of which are devastating. The ill-colored blob shudders and shakes from the punishment before continuing it's assault as it's mini-me reaches Randtam hungry for wizard blood!

(hound now 4/5 due to full defense)
on: 1d5 ⇒ 4Hound
touch: 1d20 + 15 ⇒ (14) + 15 = 29
5d6 ⇒ (2, 5, 4, 5, 2) = 18
on: 1d5 ⇒ 1Alamin
touch: 1d20 + 15 ⇒ (6) + 15 = 21
5d6 ⇒ (5, 6, 3, 4, 1) = 19
on: 1d5 ⇒ 5Hound
touch: 1d20 + 15 ⇒ (2) + 15 = 17
5d6 ⇒ (4, 3, 5, 6, 1) = 19
on: 1d5 ⇒ 4Hound
touch: 1d20 + 15 ⇒ (11) + 15 = 26
5d6 ⇒ (2, 6, 1, 3, 5) = 17

mini blob touch on Randtam: 1d20 + 7 ⇒ (13) + 7 = 20
2d6 ⇒ (1, 2) = 3

DC 22 FORT

Alamin, Balator, Randtam, Uuranx


Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

-25HP

DC 22 FORT: 1d20 + 16 ⇒ (8) + 16 = 24

-30HP

4/6LOH: 1d6 ⇒ 4

4/8 pulse healing: 2d6 ⇒ (2, 6) = 8

-18HP

Balator....Uuranx, keep after it!


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Not happy with set up. Darn it.
Summon IV. summon: 1d3 + 1 ⇒ (2) + 1 = 3


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Dismiss archons. AC should not hit with Protection from Evil

All lightning elementals attack bad thing coming at me

attack: 1d20 + 5 ⇒ (20) + 5 = 25
attack: 1d20 + 5 ⇒ (20) + 5 = 25
attack: 1d20 + 5 ⇒ (18) + 5 = 23

damage: 1d4 + 1d3 ⇒ (2) + (2) = 4
damage: 1d4 + 1d3 ⇒ (1) + (1) = 2
damage: 1d4 + 1d3 ⇒ (1) + (1) = 2

Crit damage
damage: 1d4 + 1d3 ⇒ (1) + (2) = 3
damage: 1d4 + 1d3 ⇒ (4) + (1) = 5


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

Randtam and Uuranx sucking up all the good attack rolls!

ecb: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21

ecb: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16

ecb: 1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25
dam: 1d10 + 1d6 + 14 ⇒ (6) + (6) + 14 = 26


Walk me through your AC calculator Randtam.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Apparently if I need to walk you through I am going to die.
10 AC + 2 Dex + 2Force Ring + 4 Prorecton from Evil + 1 Ring of Protection +1 amulet of natural armor = AC 20

Is this not enough. Do I even have a chance to live?

Mage Armor still inactive otherwise +4 more. AC 24

+52 HP


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

-51 HP (effectively -18 more due to con damage)
-3 CON
-5 CHA


Randtam wrote:

Apparently if I need to walk you through I am going to die.

10 AC + 2 Dex + 2Force Ring + 4 Prorecton from Evil + 1 Ring of Protection +1 amulet of natural armor = AC 20

Is this not enough. Do I even have a chance to live?

Mage Armor still inactive otherwise +4 more. AC 24

+52 HP

Your touch AC would include: 10AC + 2DEX +2 Prot Evil +1 ring of Prot.

So your touch AC right now is 15.

Ring of force shield gives a shield bonus to AC
Natural armor doesn't help touch AC
Prot from evil is +2 AC not +4


Need Uuranx action.


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

attack with falchion pwrattk&arcnstrk: 1d20 + 19 ⇒ (14) + 19 = 33
damage: 2d4 + 24 ⇒ (3, 4) + 24 = 31

hasted attack pwrattk&arcnstrk: 1d20 + 17 ⇒ (4) + 17 = 21

last attack pwrattk&arcnstrk: 1d20 + 12 ⇒ (5) + 12 = 17

LOH4: 1d6 ⇒ 2
-23 hp


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17
Carrion Crown CAW wrote:
Randtam wrote:

Apparently if I need to walk you through I am going to die.

10 AC + 2 Dex + 2Force Ring + 4 Prorecton from Evil + 1 Ring of Protection +1 amulet of natural armor = AC 20

Is this not enough. Do I even have a chance to live?

Mage Armor still inactive otherwise +4 more. AC 24

+52 HP

Your touch AC would include: 10AC + 2DEX +2 Prot Evil +1 ring of Prot.

So your touch AC right now is 15.

Ring of force shield gives a shield bonus to AC
Natural armor doesn't help touch AC
Prot from evil is +2 AC not +4

I hate it when logic, facts, and game rules get in the way of what I want. Dang it!


Alamin heals again, but Balator and Uuranx seem to be winded from the fray as most of their work goes for naught. Randtam dismisses his Hounds which valiantly interposed their bodies from the blob stopping significant damage. In their place he summons a host of electrical elementals to counter the on rushing mini-blob. The succeed in destroying the small blob with some mighty blasts of force, but not before the mini malevolence strikes Randtam, causing additional damage.

The mother blob emits a high pitched sonic squeal of fury at the destruction of its smaller self.

It lashes out in fury!

on: 1d3 ⇒ 1Alamin
touch: 1d20 + 15 ⇒ (14) + 15 = 29
5d6 ⇒ (5, 1, 4, 2, 4) = 16
on: 1d3 ⇒ 3Uuranx
touch: 1d20 + 15 ⇒ (6) + 15 = 21
5d6 ⇒ (4, 3, 5, 2, 4) = 18
on: 1d3 ⇒ 2Balator
touch: 1d20 + 15 ⇒ (14) + 15 = 29
5d6 ⇒ (4, 3, 4, 1, 4) = 16
on: 1d3 ⇒ 3Uuranx
touch: 1d20 + 15 ⇒ (8) + 15 = 23
5d6 ⇒ (3, 4, 3, 5, 4) = 19

DC 22 FORT

Alamin, Balator, Randtam, Uuranx


Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

-18HP

DC 22 FORT: 1d20 + 16 ⇒ (5) + 16 = 21

-26HP

5/6 LOH: 1d6 ⇒ 5
5/8 healing pulse: 2d6 ⇒ (5, 3) = 8

-13HP

Keep battling! We are close, I can feel it!


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

fort: 1d20 + 17 ⇒ (7) + 17 = 24
fort: 1d20 + 17 ⇒ (9) + 17 = 26

activate TouchofRage3optimisticgambler: 1d4 + 1 ⇒ (4) + 1 = 5

last round of haste

attack with falchion pwrattk&arcnstrk: 1d20 + 19 ⇒ (1) + 19 = 20

hasted attack pwrattk&arcnstrk: 1d20 + 17 ⇒ (20) + 17 = 37
critdamage: 4d4 + 48 ⇒ (2, 1, 3, 2) + 48 = 56

last attack pwrattk&arcnstrk: 1d20 + 12 ⇒ (6) + 12 = 18

-34 hp


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

"Cayden guide my blade!"

fort: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26

ecb: 1d20 + 18 + 1 ⇒ (11) + 18 + 1 = 30
dam: 1d10 + 1d6 + 14 ⇒ (2) + (4) + 14 = 20

ecb: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31
ecb confirm crit: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26
dam: 1d10 + 1d6 + 14 ⇒ (3) + (3) + 14 = 20
crit dam: 1d10 + 1d6 + 14 ⇒ (9) + (5) + 14 = 28

ecb: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31
dam: 1d10 + 1d6 + 14 ⇒ (3) + (2) + 14 = 19

-55 HP (effectively -18 more due to con damage)
-3 CON
-5 CHA


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

fortsave: 1d20 + 11 ⇒ (19) + 11 = 30

For the children!

Lightning elementals attack the blob

Attack: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d4 + 1d3 ⇒ (3) + (1) = 4

Attack: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d4 + 1d3 ⇒ (3) + (2) = 5

Attack: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d4 + 1d3 ⇒ (4) + (2) = 6

Randtam fires magic missiles

missiles: 4d4 + 4 ⇒ (3, 1, 4, 3) + 4 = 15

+56 HP


A mighty cut from Uuranx and a series of devastating blows from Balator finally finish off the multi-hued menaced.

The sickly colors of the blob fade as it dissolves into super-fine particles leaving a large pile of dust in its place. You breath somewhat easier as the latent sense of malice retreats significantly as the apparent source of evil has been defeated.

***end of combat***

Welcome to level 10!


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

While I still have my elementals around. Do I see anything else in the room. Treasure, secret passages

perception: 1d20 + 15 ⇒ (9) + 15 = 24


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

hp: 1d10 ⇒ 1 Boo!


After a thorough search of the cavern little of note is discovered besides a multitude of desiccated bodies.

The one thing that does catch your eye is the strange black semi-metallic box in the corner of the room. It seems to be projecting a harness of force energy that Randtam deduces was somehow tethering the creature of ill-light to this location.

You shudder to think of what may have happened had the blobulous thing not been contained to this area. You shudder even harder when you consider what power would have the power and malevolence to bring such a thing to a place and let it feed on the unwitting and unwary.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Check out metallic box

engineering: 1d20 + 10 ⇒ (12) + 10 = 22

arcana: 1d20 + 18 ⇒ (11) + 18 = 29


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

"What should we do with that box thing?"


The device seems completely alien to anything Randtam has ever seen or even heard of before. Even the strange devices used by the hideous Aboleths or dread empires of Thassilon seem commonplace in comparison to what you see before you.

From what Randtam can piece together the box acts as some type of force projector that creates a band of energy similar to a wall of force that might be used to keep ethereal or astral creatures tied to a certain point on the material plane.

The use of such a device seems specific and limited, but to the right buyer Randtam figures the sales price would be 15,000 GP.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Alamin, is this device inherently evil? Can it be used as a neutral device to help others? It seems it can be worth a good deal of coin. I am worried it can only be used to hold creatures against their will whether they are good or evil.

Can it be destroyed?
knowarcana: 1d20 + 18 ⇒ (4) + 18 = 22

knowhistory: 1d20 + 12 ⇒ (15) + 12 = 27


Alamin confirms that there is no inherent evil in the device but something VERY evil either built it or used it regularly as there is a significant residual taint of evil surrounding the thing.

It looks like you could bash it to pieces if someone like Uuranx had enough time but it might take him a few hours and several stout hammers. The design work gives you the impression that it might survive the strike of a titan or the breath of a dragon.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

Anywhere left to explore in this place?


The party has fully exhausted all areas of exploration with the exception of a tunnel that wends through the earth for miles, running beneath Illmarsh to open into the waters of Avalon Bay beneath the town’s wharves. Flooded side
passages also connect to the Hall of the Recondite Order of the Indomitable Sea in town.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

"Should we head back to town? What leads do we have left to pursue Randtam?"


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

We should reprovision back in town and then take the tunnels to under the lake. The evil is in the lake, although this we just encountered was something not right for this world. But we made it through.

We should be ready to fight underwater and fight Skum and there deplorable defenders. We need to stand strong and be ready. Balator, Do you breath underwater? Do you have anything that helps in battle around or underwater? Do you know anything of Skum and who their gods were?

This is not going to be pleasant. Let's get ready!


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

I am no fish so I can't breathe water and I'm afraid i have no special abilities when it comes to underwater.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

How large is the metallic box? Can I take it with me and study it?


The box is portable, if heavy, but Uuranx easily moves it.

The tunnels do not extend to the bottom of Lake Encarthon, just to the waters at Illmarsh's wharves.

You will need to figure out a different way to get to the bottom of the lake and engage whatever evil lurks there.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

Head back to town and rest up.

"Anyone have ideas on how we can get to the bottom of the lake without drowning?"


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

I am not sure. But we have a boat token that may help.

Two elixirs of swimming and one ring of swimming.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

"You have been in Illmarsh a while now, is there anyone in town that might be able to help us?"


Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

We did encounter a strange old man when we first came to town. Something Croon I believe it was? I think he was an inventor or some such and he said he was working out towards the Tern Rocks. Randtam would know as that's much more up his alley, but I think it had something to do with underwater exploration.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

"Let's go finds this man Croon."

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