Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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No activity that you can see.

The only windows in the Abbey are in the higher floors of the bell tower (second and third). Nothing on the ground level.

You can see at least one window on the ground level of the winery from your current position.


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

Check out the winery window to see who/what is inside.

Relay info back to party via message.


You peer inside and see a room dominated by three huge wine casks. There are four wooden vats lined against the far wall next to a set of double doors. Five smaller barrels sit on the floor near an exit to the south.

It is pretty clear this is where the grapes from the fields met their demise.


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 returns to the group and informs everyone of the little information gathered.

"Where shall we start, abbey or winery or somewhere else?"


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 are here at the Abbey lets go.


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

Making certain that everyone is ready for anything, Balator opens up the doors to the abbey carriage house.


The large building appears to be set up for wine processing and storage with a grape press, filters, and many barrels throughout. There are two doors and a set of double doors on the other walls leading back outside.

The smell of wine must is quite strong and Randtam guesses that the latest harvest has been gathered and pressed within the last week or so. Given the set up of the place it appears, that the wine is taken elsewhere to ferment.


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

Perception: 1d20 + 23 ⇒ (6) + 23 = 29

Check out the room.

Do I understand DM post correctly that all the doors lead back outside?

If nothing else revealed and all doors lead outside, then move to abbey proper and open main door.


All the doors lead outside. Anyone else join Balator in his search?


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

perception: 1d20 + 7 ⇒ (15) + 7 = 22

"I don't see anything."


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

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

Arcane sight, see invisibility, dark vision


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

1d20 + 21 ⇒ (15) + 21 = 36


Coruscating rays of energy reach lash out from the three massive wine casks:

Touch attacks:
Alamin: 1d20 + 13 ⇒ (7) + 13 = 20
lose STR: 1d6 + 5 ⇒ (4) + 5 = 9 DC 16 FORT for half

Balator: 1d20 + 13 ⇒ (14) + 13 = 27
lose STR: 1d6 + 5 ⇒ (3) + 5 = 8 DC 16 FORT for half

Uuranx: 1d20 + 13 ⇒ (11) + 13 = 24
lose STR: 1d6 + 5 ⇒ (6) + 5 = 11 DC 16 FORT for half


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

FORT: 1d20 + 17 ⇒ (19) + 17 = 36

-4 STR

What evil is this?!!!


Small balls of light bob gently in the air at the top of the building, the nebulous image of what might be a skull visible somewhere in their depths.


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

Fort: 1d20 + 14 ⇒ (16) + 14 = 30

-4 str
Heroism +2 morale bonus on attack rolls, saves, and skill checks.
Bless +1 hit/fear saves
Protection from evil +2AC/saves/other benefits


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 + 19 ⇒ (14) + 19 = 33

-5 str


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

Randtam saw nothing with his eyes...no magic invisibility...anything.

So Randtam needs knowledge about the entity/creature, what was the Rays,and the magic. How do we defend and attack against what is before us?

knownature: 1d20 + 18 ⇒ (9) + 18 = 27

knowarcana: 1d20 + 20 ⇒ (3) + 20 = 23

spellcraft: 1d20 + 20 ⇒ (2) + 20 = 22

May want to change attack on casks or have another strategy after what I learn.

Get as many casks as possible. Or maybe black tentacles on all the casks?...

fireball: 10d6 ⇒ (1, 3, 2, 6, 6, 3, 3, 4, 3, 4) = 35


Randtam wrote:

Randtam saw nothing with his eyes...no magic invisibility...anything.

So Randtam needs knowledge about the entity/creature, what was the Rays,and the magic. How do we defend and attack against what is before us?

[dice=knownature]1d20 + 18

[dice=knowarcana]1d20 + 20

[dice=spellcraft]1d20 + 20

May want to change attack on casks or have another strategy after what I learn.

Get as many casks as possible. Or maybe black tentacles on all the casks?...

[dice=fireball]10d6

Randtam knowledge:

Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light—jack o’ the lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights—but all recognize them as dangerous predators and false guides in the darkness.

Evil creatures that feed on the strong psychic emanations of terrified creatures, will-o’-wisps delight in tempting gullible travelers into dangerous situations. In the wild lands where they’re most common, will-o’-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easily be mistaken for lanterns (especially if they can set their traps near actual signal lanterns), allowing them to lure unwary travelers into perilous situations. On rare occasions, will-o’-wisps seeking easier pickings will move into a city and take up residence near gallows or follow along invisibly behind an army in order to harvest the fear of the dying men; why the vast majority choose to remain in the swamps where victims are scarce remains a mystery. Will-o’-wisps only use their electric shock ability under extreme duress, preferring to let other creatures or hazards claim their victims while they float nearby and feast.

Will-o’-wisps can glow any color they choose, but are most frequently yellow, white, green, or blue. They can even vary their luminosity to create patterns—many will-o’-wisps are fond of creating vague skull-like shapes in their glow to further terrify their victims. Their actual bodies are barely visible globes of translucent spongy material 1 foot across and weighing 3 pounds, capable of emitting light from every surface. A will-o’-wisp’s light is approximately as bright as a torch, and though they do not seem to use sound to communicate with each other, they hear perfectly and can vibrate their bodies rapidly to simulate speech.

While vilified by most other sentient creatures, will-o’-wisps are actually quite intelligent, if utterly alien in their reasoning. Sometimes organized into groups called “strings,” their society and goals remain complete unknowns to outsiders, as do their origins, though they have sometimes been known to strike bargains with those who can offer them vast quantities of appropriately frightened victims. As will-o’-wisps do not age, and are effectively immortal unless killed by violence, particularly ancient will-o’-wisps can serve as fantastic repositories of knowledge from the ancient past, although convincing one of these cruel creatures to cooperate with an interrogation can be a trick in and of itself.

They are immune to all magic except magic missile and maze spells and can turn invisible at will. They fly very fast and are quite hard to hit. They have an electrical touch attack, but you have never heard of them being able to drain people's strength.


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 have no fear. Stay strong my friends. Destroy the casks or whatever they are. The Will o Wisps above may attack or most likely feed on our fear. My friends you are stout of heart and have faced all manner of evil. They shall and will not feast upon our fear!

If I have no more information about the cask creature continue with fireball. Try to tell my friends everything I know about Will o Wisps.


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 did the fireball do to the casks and room?
Anything/anyone else in the room?

perception: 1d20 + 23 + 2 ⇒ (10) + 23 + 2 = 35


Randtam's magical blast of fire sunders the massive wine casks. A small flood of fresh pressed grape juice pours out to the floor and within each cask are revealed the insubstantial forms of spectral women, beautiful and young, bathed in sickly green flames.

You notice the glowing orbs, previously observed along the ceiling, have disappeared as the spectral females blast green bolts of flame at our heroes:

Touch attacks:
On Alamin: 1d20 + 13 ⇒ (12) + 13 = 258d6 ⇒ (6, 4, 2, 2, 5, 5, 2, 2) = 28
On Balator: 1d20 + 13 ⇒ (17) + 13 = 308d6 ⇒ (6, 5, 2, 4, 5, 2, 4, 6) = 34
On Uuranx: 1d20 + 13 ⇒ (7) + 13 = 208d6 ⇒ (6, 6, 3, 2, 5, 6, 1, 4) = 33

If hit DC 22 Will save or

WITCHFIRE!:

Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 22 Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell—the effective caster level of the witchflame is equal to the witchfire’s HD (CL 10th for most witchfires). Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a DC 22 Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. A bolt of witchflame has a range of 60 feet with no range increment. The save DCs are Charisma-based.

Sickened

The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Party 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

-4STR
-28HP
DC 22 Will: 1d20 + 19 ⇒ (1) + 19 = 20

Delay on Uuranx's 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

GHAAAA! The curse of Randtam diplomacy strikes when it hurts the most!


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

Plenty of knowledge checks for Randtam.

nature: 1d20 + 18 ⇒ (20) + 18 = 38

knowarcana: 1d20 + 20 ⇒ (6) + 20 = 26

Spellcraft: 1d20 + 20 ⇒ (9) + 20 = 29

Cast globe of invulnerability...moving toward closest friend

Are these creatures incorpreal?


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 Silvergleam wrote:
GHAAAA! The curse of Randtam diplomacy strikes when it hurts the most!

Sorry


Randtam wrote:

Plenty of knowledge checks for Randtam.

[dice=nature]1d20 + 18

[dice=knowarcana]1d20 + 20

[dice=Spellcraft]1d20 + 20

Cast globe of invulnerability...moving toward closest friend

Are these creatures incorpreal?

Randtam's mind:

When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as “witchflame” in local legends.

Strings of will-o’-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire’s flames and fury.

They are indeed incorporeal undead and quite deadly.


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

GM:
Use my Rod third level all/full strength ectoplasmic badge (Warden). and incorporeal.

Fireball all of them. Pearl of power 3
fireball: 10d6 ⇒ (1, 2, 2, 2, 2, 5, 3, 1, 3, 2) = 23


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

will: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20

Balator is covered in green flames of witchfire, but strikes back at one of the foul things!

ecb: 1d20 + 22 ⇒ (15) + 22 = 37
confirm ecb: 1d20 + 22 + 4 ⇒ (15) + 22 + 4 = 41
dam: 2d10 + 1d6 + 34 - 2 ⇒ (3, 4) + (5) + 34 - 2 = 44

ecb: 1d20 + 17 ⇒ (18) + 17 = 35
confirmecb: 1d20 + 17 + 4 ⇒ (17) + 17 + 4 = 38
dam: 2d10 + 1d6 + 34 - 2 ⇒ (4, 8) + (2) + 34 - 2 = 46

-34 hp
-4 Str
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Heroism +2 morale bonus on attack rolls, saves, and skill checks.
Bless +1 hit/fear saves
Protection from evil +2AC/saves/other benefits


Randtam wrote:

** spoiler omitted **

Fireball all of them. Pearl of power 3
[dice=fireball]10d6

As mighty as Randtam is, he can't cast 2 spells (Globe + Fireball) in the same round without one being quickened.

Fireball will go off next round unless you choose to do something else (which you should probably do as everyone will be in melee).


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

Heroism
Bless +1 hit/fear saves
Shield of faith (Uuranx) +3 AC
Prot. Evil
Bull's Strength
Bear's Endurance
Shield
Haste

Use rod to caste Haste as a quickened spell

will: 1d20 + 18 + 2 ⇒ (8) + 18 + 2 = 28
-33hp
-5 str

attack spectral wenches arcnstrk&pwrattk: 1d20 + 23 - 3 ⇒ (18) + 23 - 3 = 38
critcheck: 1d20 + 23 - 3 ⇒ (6) + 23 - 3 = 26
regdamage: 2d4 + 2d6 + 25 - 4 ⇒ (2, 3) + (5, 5) + 25 - 4 = 36
+ critdamage: 2d4 + 25 - 4 ⇒ (3, 1) + 25 - 4 = 25

hasted attack arcnstrk&pwrattk: 1d20 + 21 - 3 ⇒ (19) + 21 - 3 = 37
critcheck: 1d20 + 21 - 3 ⇒ (17) + 21 - 3 = 35
regdamage: 2d4 + 2d6 + 25 - 4 ⇒ (4, 2) + (3, 1) + 25 - 4 = 31
+ critdamage: 2d4 + 25 - 4 ⇒ (3, 2) + 25 - 4 = 26

last attack arcnstrk&pwrattk: 1d20 + 16 - 3 ⇒ (1) + 16 - 3 = 14


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

Alamin moves forward, aided by Uuranx's haste:

S1: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 291d6 + 6 + 1d6 + 2d6 ⇒ (5) + 6 + (1) + (2, 2) = 16
haste: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 211d6 + 6 + 1d6 + 2d6 ⇒ (3) + 6 + (5) + (3, 4) = 21
S2: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 131d6 + 6 + 1d6 + 2d6 ⇒ (6) + 6 + (6) + (6, 3) = 27


Balator and Uuranx heavily wound the green lit specters, Alamin lands but a single blow, and Randtam casts a spell.

The evil spirits reach out to attack the heroes:

Flame based damage touch attacks:

On Alamin: 1d20 + 13 ⇒ (5) + 13 = 188d6 ⇒ (1, 2, 5, 3, 6, 6, 5, 5) = 33 +50% damage
On Balator: 1d20 + 13 ⇒ (12) + 13 = 258d6 ⇒ (4, 6, 2, 2, 4, 3, 1, 3) = 25 +50% damage
On Uuranx: 1d20 + 13 ⇒ (9) + 13 = 228d6 ⇒ (4, 3, 2, 4, 1, 6, 3, 5) = 28

Three glowing wisps appear around Randtam and attack!

Touch electricity damage touch attacks:
touch: 1d20 + 16 ⇒ (14) + 16 = 302d8 ⇒ (4, 1) = 5
touch: 1d20 + 16 ⇒ (8) + 16 = 242d8 ⇒ (1, 6) = 7
touch: 1d20 + 16 ⇒ (5) + 16 = 212d8 ⇒ (5, 3) = 8

Party 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

-77HP
1/6 LOH: 1d6 ⇒ 5
-72HP

Alamin swings away with her scimitar:
S1: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 181d6 + 6 + 1d6 + 2d6 ⇒ (6) + 6 + (6) + (4, 3) = 25
haste: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 341d6 + 6 + 1d6 + 2d6 ⇒ (4) + 6 + (2) + (1, 2) = 15
confirm: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 231d6 + 6 + 1d6 + 2d6 ⇒ (2) + 6 + (6) + (6, 1) = 21
S1: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 271d6 + 6 + 1d6 + 2d6 ⇒ (5) + 6 + (2) + (4, 6) = 23


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 ⇒ (11) + 22 = 33
dam: 1d10 + 1d6 + 17 - 2 ⇒ (7) + (3) + 17 - 2 = 25

ecb: 1d20 + 17 ⇒ (10) + 17 = 27
dam: 1d10 + 1d6 + 17 - 2 ⇒ (8) + (4) + 17 - 2 = 27

ecb: 1d20 + 22 ⇒ (11) + 22 = 33
dam: 1d10 + 1d6 + 17 - 2 ⇒ (7) + (5) + 17 - 2 = 27

-72 hp
-4 Str
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Heroism +2 morale bonus on attack rolls, saves, and skill checks.
Bless +1 hit/fear saves
Protection from evil +2AC/saves/other benefits


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 1 optimistic gambler: 1d4 + 1 ⇒ (2) + 1 = 3

attack arcnstrk&pwrattk: 1d20 + 27 - 3 ⇒ (10) + 27 - 3 = 34
damage: 2d4 + 2d6 + 29 - 4 ⇒ (3, 2) + (1, 5) + 29 - 4 = 36

hasted attack arcnstrk&pwrattk: 1d20 + 25 - 3 ⇒ (13) + 25 - 3 = 35
damage: 2d4 + 2d6 + 29 - 4 ⇒ (3, 4) + (5, 6) + 29 - 4 = 43

last attack arcnstrk&pwrattk: 1d20 + 20 - 3 ⇒ (7) + 20 - 3 = 24
damage: 2d4 + 2d6 + 29 - 4 ⇒ (4, 4) + (6, 1) + 29 - 4 = 40


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

Attack the one on Alamin

magicmissile: 4d4 + 4 ⇒ (4, 2, 3, 2) + 4 = 15


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 about Globe of Invulnerability? Does that impact the creatures around Random or their attacks?


The party overwhelms the witchfires; with the witches final demise the wisps disappear.

***end of combat**


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

perception: 1d20 + 23 ⇒ (16) + 23 = 39

Look around the room. Did the green fire on me go out?

-72 hp
-4 Str
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Heroism +2 morale bonus on attack rolls, saves, and skill checks.
Bless +1 hit/fear saves
Protection from evil +2AC/saves/other benefits


1d20 ⇒ 20

The green fires extinguish after a few moments and a few moments later the sickness subsides.

A thorough search of the room reveals nothing of interest but you do see an inordinate amount of small spiders calling this place home.


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

8/8 channels: 24d6 ⇒ (3, 3, 2, 2, 1, 1, 6, 5, 2, 6, 1, 6, 2, 2, 5, 6, 3, 1, 4, 1, 6, 1, 3, 4) = 76

Alamin releases a mighty surge of divine healing energy.


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

"Thank you Alamin, that feels much better. Do you know what kind of spiders these are Randtam?"

Strength damage still remains?

-4 Str

Heroism +2 morale bonus on attack rolls, saves, and skill checks.
Bless +1 hit/fear saves
Protection from evil +2AC/saves/other benefits


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

Randtam peers cautiously

KnowNature: 1d20 + 18 ⇒ (9) + 18 = 27


The STR damage slowly fades away to nothing.

Randtam is able to make out a few spiders and they seem normal enough. What seems entirely odd is the fact that there are so many in such a small habitat and of so many varieties. As he scrutinizes them they seek cover and disappear.


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 no other rooms in the winery then move to the abbey front door.

perception: 1d20 + 23 + 2 ⇒ (16) + 23 + 2 = 41


The door appears untrapped and after a few moments the lock yields to your attention.

A wide foyer to the east leads into this huge dining hall. Wooden chandeliers with luminous candles hang from the ceiling overhead, their long ropes strung through the rafters and tied off on the eastern walls. Twin staircases descend from the north and south ends of the hall.

Action from each party member?


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

Dark vision, see invisibility arcane sight

perception: 1d20 + 17 ⇒ (4) + 17 = 21


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

perception: 1d20 + 23 + 2 ⇒ (1) + 23 + 2 = 26


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

Look up perception: 1d20 + 7 ⇒ (1) + 7 = 8

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