Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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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

If possible, climb up and rip the curtains down so light is able to enter the room.

climb: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22

Then head upstairs as previously intended unless someone thinks we should try something different now.

perception: 1d20 + 23 + 2 ⇒ (7) + 23 + 2 = 32


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

spellcraft: 1d20 + 20 ⇒ (11) + 20 = 31

They used a teleport spell to leave.


Balator stops the party right before the finish ascending to the top of the stairs.

In the hallway beyond are two groups of men, four on either side, in full plate with greatswords. Clearly they were hoping to ambush the party but Balator's keen ears prevents that.

Party action.


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

Be ready go left I am casting right. They are hopefully held.

Cast Black tentacles on the right side.

Not sure how to roll cmb...

BT: 1d20 + 15 ⇒ (12) + 15 = 27

Caster level + 1/2 conjurAtion bonus?

caster +10 strength +4 size+1 school conj. +2. Think t should be + 17 CMB. So 29.


1d20 + 22 ⇒ (15) + 22 = 37
1d20 + 22 ⇒ (13) + 22 = 35
1d20 + 22 ⇒ (15) + 22 = 37
1d20 + 22 ⇒ (1) + 22 = 23

Three of the four armored men evade the tentacles and advance while one is grappled and crushed 1d6 + 4 ⇒ (5) + 4 = 9


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:

[dice=]1d20+22

[dice=]1d20+22
[dice=]1d20+22
[dice=]1d20+22

Three of the four armored men evade the tentacles and advance while one is grappled and crushed [dice=]1d6+4

+22??? They still move through terrain and the tents can still catch them.

Dammit again.


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

Attack one of the men on the other side of the hall, making sure to stay out of the area where the tentacles can reach.

ecb: 1d20 + 22 + 2 + 1 ⇒ (3) + 22 + 2 + 1 = 28
dam: 1d10 + 1d6 + 17 + 2d6 ⇒ (3) + (3) + 17 + (4, 3) = 30

ecb: 1d20 + 17 + 2 + 1 ⇒ (12) + 17 + 2 + 1 = 32
dam: 1d10 + 1d6 + 17 + 2d6 ⇒ (6) + (2) + 17 + (3, 1) = 29

*rolls include sneak attack damage due to flat footed

Bless: +1 hit/fear saves
Protection from evil; +2 AC/saves vs. evil
Heroism: +2 hit; saves; skills


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 3 and follow Balator to the leftOptimistic Gambler: 1d4 + 1 ⇒ (1) + 1 = 2

pwrattk&arcnstrk: 1d20 + 26 ⇒ (7) + 26 = 33
damage: 2d4 + 2d6 + 29 ⇒ (1, 2) + (5, 3) + 29 = 40

last attack pwrattk&arcnstrk: 1d20 + 19 ⇒ (19) + 19 = 38
confirm crit: 1d20 + 19 ⇒ (7) + 19 = 26
reg dam: 2d4 + 2d6 + 29 ⇒ (4, 2) + (1, 4) + 29 = 40 + crit dam: 2d4 + 29 ⇒ (3, 2) + 29 = 34

self dam: 2d6 ⇒ (6, 3) = 9

-8 hp


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

Seeing Balator and Uuranx move to the left, Alamin takes up a position on the right waiting for the three free swordsmen to make their way towards her.

Her blade flicks out at the first one that comes within range.

S1: 1d20 + 17 ⇒ (5) + 17 = 221d6 + 6 + 1d6 ⇒ (5) + 6 + (5) = 16
S2: 1d20 + 13 ⇒ (10) + 13 = 231d6 + 6 + 1d6 ⇒ (1) + 6 + (6) = 13

Her blade strokes glance harmlessly off of their armor.


Balator wounds his foe while Uuranx shreds through his.

The two remaining:

On Balator:

1d20 + 17 ⇒ (4) + 17 = 212d6 + 22 ⇒ (5, 3) + 22 = 30
1d20 + 13 ⇒ (19) + 13 = 322d6 + 22 ⇒ (2, 6) + 22 = 30

On Uuranx:

Fighter 1
1d20 + 17 ⇒ (6) + 17 = 232d6 + 22 ⇒ (4, 3) + 22 = 29
1d20 + 13 ⇒ (15) + 13 = 282d6 + 22 ⇒ (4, 2) + 22 = 28
Fighter 2
1d20 + 17 ⇒ (18) + 17 = 352d6 + 22 ⇒ (6, 5) + 22 = 33
confirm: 1d20 + 17 ⇒ (14) + 17 = 312d6 + 22 ⇒ (4, 4) + 22 = 30
1d20 + 13 ⇒ (19) + 13 = 322d6 + 22 ⇒ (4, 5) + 22 = 31
confirm: 1d20 + 13 ⇒ (18) + 13 = 312d6 + 22 ⇒ (6, 5) + 22 = 33

The three fighters free of the tentacles swarm Alamin

On Alamin:

1d20 + 17 ⇒ (5) + 17 = 222d6 + 22 ⇒ (2, 2) + 22 = 26
1d20 + 13 ⇒ (16) + 13 = 292d6 + 22 ⇒ (5, 4) + 22 = 31

On Alamin:

1d20 + 19 ⇒ (20) + 19 = 394d6 + 44 ⇒ (3, 3, 6, 6) + 44 = 62
1d20 + 15 ⇒ (12) + 15 = 272d6 + 22 ⇒ (3, 4) + 22 = 29

On Alamin:

1d20 + 19 ⇒ (7) + 19 = 262d6 + 22 ⇒ (3, 5) + 22 = 30
1d20 + 15 ⇒ (8) + 15 = 232d6 + 22 ⇒ (4, 6) + 22 = 32

One of them landing a MASSIVE blow, blowing past her shield guard.

Party action


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

ecb: 1d20 + 22 + 2 + 1 ⇒ (5) + 22 + 2 + 1 = 30
dam: 1d10 + 1d6 + 17 ⇒ (1) + (1) + 17 = 19

ecb: 1d20 + 17 + 2 + 1 ⇒ (17) + 17 + 2 + 1 = 37
ecb confirm: 1d20 + 17 + 2 + 1 + 4 ⇒ (8) + 17 + 2 + 1 + 4 = 32
dam: 1d10 + 1d6 + 17 ⇒ (7) + (2) + 17 = 26
xtra if confirmed: 1d10 + 17 ⇒ (5) + 17 = 22


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

Whew, if I hadn't cast Bear's Endurance, I'd be down. Those 2 crits hurt.

Use the rod to cast a quickened Mirror Image spell images: 1d4 + 3 ⇒ (3) + 3 = 6

attack pwrattk&arcnstrk: 1d20 + 26 ⇒ (9) + 26 = 35
damage: 2d4 + 2d6 + 29 ⇒ (1, 3) + (2, 3) + 29 = 38

last attack pwrattk&arcnstrk: 1d20 + 19 ⇒ (13) + 19 = 32
damage: 2d4 + 2d6 + 29 ⇒ (4, 3) + (2, 4) + 29 = 42

self damage: 2d6 ⇒ (2, 6) = 8

-126/144 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

Summon Monster 6 with superior summoning

Bralani Azata: 1d3 + 1 ⇒ (3) + 1 = 4

AC 20 HP 66

Attack swordsman on Alamin

Keep attacking same one until it drops

#1 lightning: 7d6 ⇒ (2, 2, 1, 4, 4, 2, 2) = 17

#2 lightning: 7d6 ⇒ (6, 5, 2, 4, 5, 6, 3) = 31

#3 lightning: 7d6 ⇒ (5, 4, 5, 1, 4, 2, 3) = 24

#4 scimitar: 1d20 + 13 ⇒ (2) + 13 = 15
damage: 1d6 + 8 ⇒ (4) + 8 = 12
scimitar: 1d20 + 8 ⇒ (4) + 8 = 12
damage: 1d6 + 8 ⇒ (4) + 8 = 12

Want to flank one on Alamin so +2 if flanked. DC 15 on lightning

Does Randtam know anything about these swordsman? perception: 1d20 + 18 ⇒ (2) + 18 = 20


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

-63HP
2/6LOH: 1d6 ⇒ 2
-61HP

Alamin's blade flicks out again trying to do some damage while keeping her shield in guard position.

S1: 1d20 + 17 ⇒ (10) + 17 = 271d6 + 6 + 1d6 ⇒ (1) + 6 + (3) = 10
S2: 1d20 + 13 ⇒ (4) + 13 = 171d6 + 6 + 1d6 ⇒ (6) + 6 + (3) = 15

Her first blow connects solidly.


1d20 ⇒ 10
1d20 ⇒ 11
1d20 ⇒ 6

Balator is able to drop his foe while Uuranx seriously hurts his enemy.

The three lightning blasts from the Azatas and scimitar stroke from Alamin almost drop one of the swordsmen on the right, but not quite.

The two surviving swordsmen on the right continue to focus on Uuranx:

on Uuranx:

Swordsman 1
1d20 + 17 ⇒ (18) + 17 = 352d6 + 22 ⇒ (6, 3) + 22 = 31
confirm: 1d20 + 17 ⇒ (7) + 17 = 242d6 + 22 ⇒ (3, 5) + 22 = 30
1d20 + 13 ⇒ (4) + 13 = 172d6 + 22 ⇒ (5, 2) + 22 = 29
Swordsman 2
1d20 + 17 ⇒ (19) + 17 = 362d6 + 22 ⇒ (1, 1) + 22 = 24
confirm: 1d20 + 17 ⇒ (13) + 17 = 302d6 + 22 ⇒ (1, 4) + 22 = 27
1d20 + 13 ⇒ (2) + 13 = 152d6 + 22 ⇒ (2, 3) + 22 = 27

1d20 ⇒ 9

Stunned by the lightning blasts and unimpressed by Alamin's sword play the three swordsmen focus on an Azata. The fourth cannot break free of the tentacles and is crushed some more 1d6 + 4 ⇒ (3) + 4 = 7

on Azata:

Swordsman 1
1d20 + 19 ⇒ (3) + 19 = 222d6 + 22 ⇒ (4, 1) + 22 = 27
1d20 + 15 ⇒ (9) + 15 = 242d6 + 22 ⇒ (4, 5) + 22 = 31
Swordsman 2
1d20 + 19 ⇒ (4) + 19 = 232d6 + 22 ⇒ (5, 6) + 22 = 33
1d20 + 15 ⇒ (13) + 15 = 282d6 + 22 ⇒ (3, 2) + 22 = 27
Swordsman 3
1d20 + 19 ⇒ (4) + 19 = 232d6 + 22 ⇒ (6, 2) + 22 = 30
1d20 + 15 ⇒ (8) + 15 = 232d6 + 22 ⇒ (5, 1) + 22 = 28

Party action


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

If they are focused on Uuranx, Balator will flank and attack them.

ecb: 1d20 + 22 + 2 + 1 ⇒ (20) + 22 + 2 + 1 = 45
dam: 2d10 + 1d6 + 34 + 2d6 ⇒ (3, 4) + (2) + 34 + (3, 1) = 47

ecb: 1d20 + 22 + 2 + 1 ⇒ (12) + 22 + 2 + 1 = 37
dam: 1d10 + 1d6 + 17 + 2d6 ⇒ (8) + (2) + 17 + (6, 1) = 34


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

Each Azata barely alive but still

All use their scimitars!!!!
#1 scimitar: 1d20 + 13 ⇒ (19) + 13 = 32
damage: 1d6 + 8 ⇒ (1) + 8 = 9

#1 scimitar: 1d20 + 13 ⇒ (15) + 13 = 28
damage: 1d6 + 8 ⇒ (2) + 8 = 10
#1 scimitar: 1d20 + 13 ⇒ (15) + 13 = 28
damage: 1d6 + 8 ⇒ (6) + 8 = 14
#1 scimitar: 1d20 + 13 ⇒ (1) + 13 = 14
damage: 1d6 + 8 ⇒ (2) + 8 = 10

Randtam uses lightning on the one hurt Alamin the most.
lightning: 10d6 ⇒ (3, 6, 6, 1, 4, 5, 2, 6, 2, 3) = 38

confirm19crit: 1d20 + 13 ⇒ (7) + 13 = 20

forgot all second attacks....Scimitars again!!!

scimitar: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d6 + 8 ⇒ (2) + 8 = 10
scimitar: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d6 + 8 ⇒ (1) + 8 = 9
scimitar: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 1d6 + 8 ⇒ (1) + 8 = 9
scimitar: 1d20 + 8 ⇒ (2) + 8 = 10
damage: 1d6 + 8 ⇒ (1) + 8 = 9

Looking at that again. Does each swordsman have two attacks or was the second the damage? Changes a lot for Randtam tactics. 3 down one attack? Randtam go nuclear?


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

OOC: Randtam, the azati can use blur and mirror image spells at will, might help them live longer. Also DR10 for each time they are hit.


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

Time to see if I live...

Uuranx on 1: 1d7 ⇒ 6

whew...

Uuranx on 1: 1d6 ⇒ 3

whew again...

LOH1: 1d6 ⇒ 1

attack pwrattk&arcnstrk: 1d20 + 22 ⇒ (14) + 22 = 36
damage: 2d4 + 2d6 + 25 ⇒ (1, 3) + (3, 5) + 25 = 37

last attack pwrattk&arcnstrk: 1d20 + 15 ⇒ (20) + 15 = 35
crit damage: 4d4 + 2d6 + 50 ⇒ (2, 4, 1, 3) + (6, 3) + 50 = 69

self damage: 2d6 ⇒ (5, 1) = 6

-125/144 hp
4 images


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

Azata mirror image at will all four of them. mirrorimages: 1d5 ⇒ 5

Azata blur as well!!!


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 wrote:

Azata mirror image at will all four of them. [dice=mirrorimages]1d5

Azata blur as well!!!

You may have to take a round to cast the spell, I think "at will" just means they can cast it as many times as they want each day.

Page 304 of Bestiary, states using a spell like ability is a standard action unless it is one labeled as "constant" in which case reactivating it is a swift action.


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

-61HP
3/6 LOH: 1d6 ⇒ 5
-56HP

Alamin's blade flicks out twice more:
S1: 1d20 + 17 ⇒ (12) + 17 = 291d6 + 6 + 1d6 ⇒ (6) + 6 + (3) = 15
S2: 1d20 + 17 ⇒ (10) + 17 = 271d6 + 6 + 1d6 ⇒ (3) + 6 + (3) = 12


Balator and Uuranx finish off their foes.

1d20 ⇒ 2
1d20 ⇒ 4

The tentacled foe continues to be crushed 1d6 + 4 ⇒ (3) + 4 = 7

Ruling that the Azata just attack and don't buff. John's definition of 'at will' is correct.

The swirling blades of the Azata and Alamin along with Randtam's magical lightning drop two of the three swordsmen.

The last man standing hacks away at 1d2 ⇒ 1 Alamin

1d20 + 19 ⇒ (19) + 19 = 382d6 + 22 ⇒ (2, 1) + 22 = 25
1d20 + 15 ⇒ (2) + 15 = 172d6 + 22 ⇒ (1, 1) + 22 = 24

Missing twice.

The party easily finishes off the final foes if they so choose.

***end of combat***


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

One swordsman with two arrows nocked for the temple. Two scimitars ready to have justice. Azata want this one dead.

[b]Greart Swordsman why are you defending this place?[/dice]

Of course Alamin will tell me if everything is evil.


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

Cast 2 Infernal Heals + 6 CLW chargeshealz: 6d8 + 26 ⇒ (6, 1, 1, 7, 6, 6) + 26 = 53

-72/144hp


Alamin tells you the swordsmen are not evil, although they do appear to be dominated by the mind of a vampire.

The man speaks dully-We serve the master, and the master bids us protect his demesne.

1d20 ⇒ 17

The second swordsman finally slips free from the terrorizing tentacles lunging forward at the party before both men are cut down by the groups combined firepower.

Each foe had (8 total):
+2 full plate
+2 ring protection
+2 greatsword
+2 amulet natural armor

A search of the upstairs area reveals it was largely rooms for the guards although there was a fancy shoe fitting room where you find:

Boots of levitation
Boots of the winterlands
Slippers of spider climbing

All that remains to explore is the basement below.


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

-56HP
6/6 LOH: 3d6 ⇒ (4, 5, 3) = 12
-44HP
2 CMW spells: 4d8 + 20 ⇒ (5, 1, 2, 3) + 20 = 31
-13 HP

On Uuranx
2 CMW spells: 4d8 + 20 ⇒ (1, 8, 5, 8) + 20 = 42


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

If upstairs and main floor are now cleared, then head downstairs to the lower level. Unless someone has another idea?


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

Uuranx, you still look a little peaked. Maybe you should heal a bit more just in case? We should probably be prepared for the worst given what we've dealt with so far.


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

4 more cure lights from wand and 2 LOH CLW&LOH: 2d6 + 4d8 + 4 ⇒ (2, 6) + (1, 7, 3, 3) + 4 = 26

-4 hp


B: 1d20 ⇒ 15
T: 1d20 ⇒ 11

As Baltor leads the party down the stairs he stops for a moment and discovers a devious trap that would have potentially dropped the party into a large pit filled with living bones waiting to rend and destroy.

The flight of stairs descends into the northwest corner of a basement room. The ceiling rises fifteen feet overhead, and several boxes and crates stacked along the south wall reach nearly the same height.

There is an archway to the North and a regular sized door to the East.

To the South is a large single door which slams shut as you finish entering the room.


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

Does Balator notice anything else?

perception: 1d20 + 23 + 2 ⇒ (8) + 23 + 2 = 33

So room with boxes to south. Exits are arch to north, big door to south which just shut, and regular door to east. Is that right?


Baltor thought he saw what may have been a man or man-sized form racing through and shutting the door. The individual must have been quite fast and strong to move so quickly and close the massive door.

You have the room layout correct. The crates and boxes are stacked quite high besides the massive door.

You would expect the air down in the basement to be musty and unpleasant but instead it seems quite fresh with layers of various perfumes and fragrances. Outside of the light from the party the area is filled with pitch black darkness.


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

When everyone is ready, head to the door that just closed. Look for traps and listen for anything on other side of door.

perception: 1d20 + 23 + 2 ⇒ (18) + 23 + 2 = 43


You think you can just make out what sounds like panting and maybe slavering? Almost like some hideous beast or beasts are licking their chops waiting for you to enter.

The door does not appear to be locked or trapped.


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

Whispered to the party: "Sounds like hideous beasts slavering beyond the door. Give me a nod or thumbs up if you are ready."

Wait for any spells anyone wants to cast. Hastes, summons, etc.

Will open the door when everyone gives a sign they are ready. If anything is summoned, let them enter first.


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

Think I'll wait and see what it is before I cast Haste...


Balator opens the door:

The stench of powerful chemicals overlaid by blood and heavily rotted corpses fills this large chamber. A large vat of pale yellow liquid sits immediately to the right of the door, just visible from outside the room. Three gaunt bodies, stripped and impaled with wooden stakes, hang from iron crossbars on the south wall.

A circle of darkness fills the center of the room; the sound of gnashing fangs and claws on stone floor issues forth from it.

Party action.


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

Delay action until others have gone

"I won't be able to see in there."

What is the yellow stuff?

know dungeoneering or local: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20


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

"Can anyone cast Light?"


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

I could try to dispel it. Whatever we are going to do, we had better do quickly!


The noise in the darkness intensifies as you talk. The sound of snarling, whining, and growling now becoming quite clear between the other cacophony.

The yellow fluid appears to be a dye solution for fabrics.


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

Detect Evil in the darkness.


Super evil!


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

"Dispel the foul darkness Alamin!"


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

What does Randtam know?

KnowNature: 1d20 + 18 ⇒ (19) + 18 = 37

Randtam casts? Summon 5

Share information with group. Would use best choice for large elemental.

Earth Elemental.
attack: 1d20 + 14 ⇒ (19) + 14 = 33
damage: 2d6 + 7 ⇒ (5, 3) + 7 = 15
attack: 1d20 + 14 ⇒ (19) + 14 = 33
damage: 2d6 + 7 ⇒ (4, 4) + 7 = 15

AC 18 HP 68 DR 5


Randtam knows the darkness is magical and similar to what they faced earlier on the entry level fighting the bat winged fiends.

dispel: 1d20 + 11 ⇒ (8) + 11 = 19

Alamin again invokes the power of her goddess and the magical darkness shatters under the force of her faith revealing six creatures that appear to be some type of ghoul. Behind them crouches one of the fiends you fought earlier.

The six ghoul-like creatures spring towards the party, but one is hammered by the the summoned elemental as it moves forward.

Balator and Uuranx can take full round actions as the ghoulies come into melee range.

There are five full-strength and one heavily damaged ghoulies. The winged fiend is about 60' away in the SW corner of the room.


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

Cast Quickened Haste with last use of Rod today fly over and engage winged thing in corner pwrattk&arcnstrk: 1d20 + 23 ⇒ (6) + 23 = 29
damage: 2d4 + 2d6 + 25 ⇒ (3, 1) + (2, 4) + 25 = 35

hasted attack pwrattk&arcnstrk: 1d20 + 21 ⇒ (4) + 21 = 25
damage: 2d4 + 2d6 + 25 ⇒ (2, 4) + (6, 4) + 25 = 41

last attack pwrattk&arcnstrk: 1d20 + 16 ⇒ (10) + 16 = 26
damage: 2d4 + 2d6 + 25 ⇒ (1, 2) + (2, 2) + 25 = 32

selfdamageno6: 3d6 ⇒ (4, 2, 3) = 9


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

Try to kill some ghoul creatures!

ecb: 1d20 + 22 + 2 ⇒ (12) + 22 + 2 = 36
Dam: 1d10 + 1d6 + 17 ⇒ (5) + (2) + 17 = 24

ecb: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29
Dam: 1d10 + 1d6 + 17 ⇒ (10) + (4) + 17 = 31

ecb: 1d20 + 22 + 2 ⇒ (1) + 22 + 2 = 25


Ufly: 1d20 ⇒ 5 Ffly: 1d20 ⇒ 14

Uuranx flies towards towards the fiend and tries to engage but his flying skills are no match and it easily evades him.

The thing points a hideously crooked claw at Uuranx and a inky black ray fires forth at him. touch attack: 1d20 + 15 ⇒ (2) + 15 = 17 if it hits take 1d4 ⇒ 2 temporary negative energy levels.

Balator hacks down one of the ghoulies.

The smell of the rotting creatures is nauseating: DC 18 FORT save for Alamin, Balator, Randtam or be sickened for 1d6 + 4 ⇒ (1) + 4 = 5 rounds.

3 ghoulies on Balator:

#1
claw: 1d20 + 9 ⇒ (10) + 9 = 191d6 + 5 ⇒ (3) + 5 = 8
claw: 1d20 + 9 ⇒ (14) + 9 = 231d6 + 5 ⇒ (6) + 5 = 11
bite: 1d20 + 13 ⇒ (10) + 13 = 232d6 + 5 ⇒ (4, 4) + 5 = 13
#2
claw: 1d20 + 9 ⇒ (3) + 9 = 121d6 + 5 ⇒ (1) + 5 = 6
claw: 1d20 + 9 ⇒ (8) + 9 = 171d6 + 5 ⇒ (4) + 5 = 9
bite: 1d20 + 13 ⇒ (14) + 13 = 272d6 + 5 ⇒ (2, 6) + 5 = 13
#3
claw: 1d20 + 9 ⇒ (6) + 9 = 151d6 + 5 ⇒ (3) + 5 = 8
claw: 1d20 + 9 ⇒ (11) + 9 = 201d6 + 5 ⇒ (6) + 5 = 11
bite: 1d20 + 13 ⇒ (14) + 13 = 272d6 + 5 ⇒ (5, 2) + 5 = 12

2 ghoulies on Alamin:

#1
claw: 1d20 + 9 ⇒ (7) + 9 = 161d6 + 5 ⇒ (6) + 5 = 11
claw: 1d20 + 9 ⇒ (19) + 9 = 281d6 + 5 ⇒ (4) + 5 = 9
bite: 1d20 + 13 ⇒ (20) + 13 = 332d6 + 5 ⇒ (1, 2) + 5 = 8
crit: 1d20 + 13 ⇒ (19) + 13 = 322d6 + 5 ⇒ (1, 3) + 5 = 9
#2
claw: 1d20 + 9 ⇒ (2) + 9 = 111d6 + 5 ⇒ (6) + 5 = 11
claw: 1d20 + 9 ⇒ (18) + 9 = 271d6 + 5 ⇒ (4) + 5 = 9
bite: 1d20 + 13 ⇒ (1) + 13 = 142d6 + 5 ⇒ (6, 4) + 5 = 15

Two more ghoulies spring out of the yellow dye and assault Randtam!

2 ghoulies on Randtam:

#1
claw: 1d20 + 9 ⇒ (3) + 9 = 121d6 + 5 ⇒ (6) + 5 = 11
claw: 1d20 + 9 ⇒ (13) + 9 = 221d6 + 5 ⇒ (6) + 5 = 11
bite: 1d20 + 13 ⇒ (8) + 13 = 212d6 + 5 ⇒ (3, 5) + 5 = 13
#2
claw: 1d20 + 9 ⇒ (4) + 9 = 131d6 + 5 ⇒ (3) + 5 = 8
claw: 1d20 + 9 ⇒ (14) + 9 = 231d6 + 5 ⇒ (1) + 5 = 6
bite: 1d20 + 13 ⇒ (5) + 13 = 182d6 + 5 ⇒ (6, 3) + 5 = 14

Anyone hit by a ghoulie DC 18 save or be paralyzed

DC 30 Perception:

You hear some thing(s) moving in the room you just came in from. Probably more foes closing the jaws of their ambush.

Party action.

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