Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

"Gib appears to be his usual pleasant self, Alamin did you find anything out?"


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

He's not evil himself, but there is very strong evil about him. It's a little confusing to be honest and I'm not sure if I'm just misreading my new powers or if there is something else at work here. It's almost as if I was reading two different auras.


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

"Could he be carrying an evil item or could he be possessed by some evil power or being?"


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 did you read Uuranx?


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

Meh, he had a good axe...I don't think the wood was evil either.


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

As much as a villain as he appears to be, I don't think Gib is really evil, and would guess that there is some malfaisant spirit controlling his actions upon occasion. It galls me to agree with him, we should probably voice our suspicions to the Sheriff and see if he and his men need any help in watching Gib for the next few nights. If we have Gib under surveillance and the monument or some other structure is defaced, we can probably rule him out as a likely culprit.


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 wrote:
Meh, he had a good axe...I don't think the wood was evil either.

Your patience is divinely inspired my friend. I'm not sure if I could have tolerated the same invective.


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

"So what next, go see the sheriff and conduct surveillance of Gib or go to explore Harrowstone?"


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 wondering if somehow the Splatterman is able to take over Gib in some way. There have been many issues now concerning the undead. It is possible to take over someone's body without them knowing. I think this is why the Professor gave us the planchette and the means to destroy undead. What do you think Alamin?

arcana: 1d20 + 9 ⇒ (20) + 9 = 29


Randtam wrote:

I am wondering if somehow the Splatterman is able to take over Gib in some way. There have been many issues now concerning the undead. It is possible to take over someone's body without them knowing. I think this is why the Professor gave us the planchette and the means to destroy undead. What do you think Alamin?

[dice=arcana]1d20 + 9

Randtam:

You recall from your studies multiple instances of people being possesed by spirits, devils, and the like but they were never able to recall the events that occurred whilst they were possesed. You have a strong feeling that the horrific fire that consumed so many at the prison is exactly the type of event that would create strong psychic phenomena and that the prison could be the perfect breeding ground for malign spirits. Moreover, you know that the Professor had been dilligently studying the prison and it was one of the reasons he moved to Ravengro. Also, his body was found just outside the crumbling walls of the prison...


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

Everything the Professor did was filled with purpose. I can only think that his leaving of this equipment to us is an extension of that. I think we should at minimum inform the Sheriff of our suspicions. If he does not call for our assistance we should head to the ruins of the Prison and see if it has any secrets to reveal. There must be something improtant there, otherwise why would the Professor have met his end in that locale?


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

"Well then, lets go see the Sheriff."


A short walk later you arrive at the central square of the town where the front part of the Sheriff's home acts as his office and town jail. You enter to find the weary looking Benjan Caeller, the Sheriff, sitting at a small wooden desk looking through some papers.

Hearing you enter his office he looks up at you, Help you folks?


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

in case no one has noticed, Vraxel is not exactly Mr. Diplomacy, someone else should do the talking here!


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 are you doing Sheriff? You seem busy, is there anything we can help you with? We may have some information that may add or detract from your workload.

We tracked from the monument to Gib's house. We are concerned that Gib may be involved in a way he does not understand. We wanted to make sure we informed you of this. We may attempt to enter Harrowstone?

I forgot to add, my last two diplomacy rolls have been a 1 and 2


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

You are due for 20


Randtam-Give me a diplomacy roll (+1 with Alamnin providing "touch of glory")


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

diplomacy: 1d20 + 2 ⇒ (5) + 2 = 7

Sorry guys 1,2,5 on diplomacy rolls.


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

~touch of glory~

diplomacy: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14

Noble Sheriff, we know that we have no standing in your town and you know us not. However, the information we give you is true. Something is amiss with this Gib and we offer our services, such as they are, to help discover what it is. I speak truth on my honor as a servant to the Holy Sun.


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 +1 diplomacy, Alamin +10....


The Sheriff seems relatively unmoved by Rantam and Alamin's entreaties.

Yeah, I know, Gib's a cocksucker; but that's not a crime. Otherwise I could lock up a lot more than him. I'll assign one of my deputies to keep a closer eye on him but don't hold your breath. As to Harrowstone, if you are crazy enough to go poking around in those ruins you are crazier than I thought. You know that's where the Professor bought it, right? Good luck with that...

He goes back to looking at his paperwork.


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

Maybe Alamin could ask for some advice, otherwise let's make sure we are rested for the trial we shall face. We roll to Harrowstone.

Let's first really look around where the professor "bought it." I know there are some issues within the prison. The "fire" most likely caused some incorporeal issues.


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

"Let's quit messing around and get to Harrowstone."

muttering
"Not sure why we are mucking around with telling these townsfolk anything, they don't have a clue about what's going on, and wouldn't be able to do crap about it even if they did, complete waste of our time."


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

If there is no information gained from the Sheriff, let's go to Harrowstone. Hoping Alamin might get some tidbit. Let's roll.


Alamin entreats with the Sherrif for a little while longer but has no effect on his attitude or willingness to help.


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

Coming out from the office, finished with her failed attempts with the Sheriff You are right Vraxel, it is all too common that the simple lives of townsfolk cloud their vision of what may be happening arround them. It is understandable, they only know what they have seen and that is usually very little. Fortunately, the gods direct good souls like us into their lives that we may give them sight of what they would otherwise ignore. I'm still troubled by Gib and the defacement of the monument, but let us make for the ruins of the prison and at the least review where our friend, the Professor, met his end.


Harrowstone is located on a barren hill south of the city of Ravengro, the stark, sagging roof of its central structure visible through a large gap in the surrounding wall. A partially overgrown track leads from the southern edge of town, winding around the base of the hill and then back up along its southern slope to the prison itself.


Harrowstone's grounds are contained within a dilapidated stone curtain wall, the eastern portion of which has fallen away into a huge sinkhole filled by a murky pond.

From your vantage point you can clearly see the tower doors that provide entrance to the courtyard. A sagging wood and metal gate set between the pair of stone guard dowers hangs negligently open. You can hear them creaking softly in the wind that blows through the ruined bars.

There are two other towers still standing in the curtain wall. In the center of the enormous prison courtyard you can see the mammoth structure of the upper prison as well as a small detached home.


link to map

http://fc04.deviantart.net/fs70/i/2011/290/3/8/harrowstone_goal_exterior_by _theredepic-d4d47dd.jpg


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

muttering to himself
"Damn, that woman has good hearing."

to the group
"So who is leading the way into Harrowstone?"


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 would assume that you Vraxel lead the way because you seem to be the most skillful. Do we stay with the same grouping as before....Vraxel,Alamin,Randtan,Uuranx? I am ready to study the sight where our friend lost his life.


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
Vraxel wrote:

muttering to himself

"Damn, that woman has good hearing."

to the group
"So who is leading the way into Harrowstone?"

Alamin throws you a sly, knowing look. The blessing of the heavens extend themselves in many ways.


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
Randtam wrote:

i would assume that you Vraxel lead the way because you seem to be the most skillful. Do we stay with the same grouping as before....Vraxel,Alamin,Randtan,Uuranx? I am ready to study the sight where our friend lost his life.

I agree Randtam, we should look for the area where the Professor died before we do anything else.

Perception: 1d20 + 11 ⇒ (17) + 11 = 28

After a brief search, the party finds that the Professor did not apparently die outside the walls after all. You find no area along the curtain wall that indicates the Professor died there. You are, however, able to make out faint drag marks from part of the wall that appear to lead back to the gate.


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

Follow the drag marks, keeping an eye out for anything suspicious.

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


The drag marks do indeed lead back to the courtyard tower doors. The stone wall that surrounds them is covered with creeping ivy and are 20 feet high. The sagging wood and metal gate between the two guard towers hangs listlessly, softly creaking. You can see a little of the courtyard within-the grass and weeds look yellow and sickly.


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 do I know about the plant life In the courtyard?

nature: 1d20 + 8 ⇒ (10) + 8 = 18


They appear to be plants native to the area, but look like they are suffering from some type of malaise. There is adequate water, as seen from the small pond, and plenty of sun; but the plants inside the courtyard are in much poorer health than those outside the prison walls.


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 relay the information.
To Group...let's torch this. A wicked fire most likely caused the incorporeal issues here and the Professors death. Burn it out? Maybe the spirit shows itself? If not we can go rescue Gib and eradicate the spirit of Splatterman.


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

"If we burn the place, won't we potentially destroy any information we might hope to find?"


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

Then let's go take out Gib/Splatterman. I do not want anything behind me. Maybe the Paladins can figure something out.

Or you go first and find out what is happening. I have an odd feeling right now.


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

Well our choices are clearly investigate the ruins of Harrowstone or go back and resolve our suspicions of Gib. Even if we agreed to try and burn down the rest of these ruins, I'm not sure how you would plan to accomplish that? What, with the ruins being the remnants of the prison that didn't burn the first time. I'll defer to the decision of the group. As to entering the ruins, I happily go first. I've told you all before, I fear no ghost or spirit. My greatest rewards are in the afterlife and if Sarenrae calls me there now, I am content to answer her.


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

Iam sorry that you did not understand what I was saying. My thought was to burn the greenery in the courtyard. Not the Prison! I understand that the prison will not burn down through fire since it did not before. I am shocked this is what you think a plan of mine might be. Burning down the entire place in the future may be a good idea, but I do not know how to do that at this point in time. Fire created this problem maybe fire helps us against the spirits trapped here.

I shall now step aside since my thought/ideas are not understood.

Let's go forward.


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

I will search around the courtyard, plants, and pond.

perception: 1d20 + 10 ⇒ (13) + 10 = 23


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

celestial:
you are not as wise as you seem. Disappointed in your lack of my intelligence. Really...fire a prison...


Vraxel wrote:

I will search around the courtyard, plants, and pond.

Vraxel:
Make a DC 25 Will save

fail result:
You experience a sudden wave of claustrophobia and feel like your skin is blazing with fire. You enter the shaken condition for 2d4 ⇒ (1, 4) = 5rounds.

succeed result:
You have a brief vision of smoke billowing from the prison building and the ground caving in where the pond now is, then it passes.


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
Randtam wrote:
** spoiler omitted **

Celestial:
Alamin looks at you dispassionately, The Professor often told me that one of my failings was my inability to discern the true motives of others. I strive, but too often fail. This is especially true with people like you that strive for balance. It's hard to understand a mind like yours.

M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

will: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23

"By Desna, it is close in here, I can feel the heat of the fire that burned Harrowstone."


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

celestial:
;)
You have no idea do you? I will find the professors demise. His death needs to be avenged. Obviously, you do not agree with me on how I progress. My methods may not be yours. But I know you agree more than you will let on, it is about the professor.
The Professor fell in this " prison". I want his murderers to feel agonizing damage. Spirits be damned...shall I attempt to release them...or the human who has been taken over?

I do not understand only one blind way of looking at things like you. OBut if it works through Harrowstone nice.


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

Heat of the fire?

nature: 1d20 + 8 ⇒ (18) + 8 = 26


Randtam wrote:

Heat of the fire?

[dice=nature]1d20 + 8

You see nothing except for Vraxel rubbing his arms uncomfortably.

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