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

Sheriff, I am willing to pay the 25g fine and call it even. But I will have to sign an IOU for the fine, unless you are willing to take a magical +1 arrow instead of 25g?


Randtam wrote:

Sheriff, you have made up your mind based on the evidence presented, yet not verified. Once again I have no desire to get in the way of you doing your job. I do not agree with your decision, but shall follow the law of the town. I have no gold so I cannot pay a fine or pay bail to go free to prepare my defense for the trial to come.

Vraxel only came to my defense after he walked up and saw Gib attacking me. He deserves no punishment. He could have killed him if he wanted to.

Verification is for the magistrates, I just try to keep the peace. I appreciate your situation and will try to make your stay in jail as quick as possible. I'm sure that I can get a tribunal put together in just a few days; and don't be to sure about your friends abilities. I have a feeling if it wasn't for Gib's general terror about magic, I might be locking HIM up for killing you both.


Vraxel wrote:
Sheriff, I am willing to pay the 25g fine and call it even. But I will have to sign an IOU for the fine, unless you are willing to take a magical +1 arrow instead of 25g?

I'll have to verify the arrow, but that sounds fair enough. Can I see it?


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 pull out one of my +1 arrows and hand it to the sheriff.


~Sheriff looks at the arrow and pulls out a small wand which makes the arrow glow~Thank you Vraxel. Now do us both a favor and stay out of trouble. You seem to have been of a good sort up to this point and I'd hate to put you on my worry list.

~Gib splutters and fumes~That...that's it?!!! He STABBED me Sheriff!

~Sheriff~Quit your whinning Gib you know you get half the proceeds from the bail. That gold will keep you in fine spirits for a few months I suspect. Deputy, take Randtam here to his cell and secure him. Everyone else, with all due respect, please get the hells out of my office and let me finish my work.


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

Looking towards Alamin and Uuranx, "what now? any ideas?"


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

Well, I was thinking about the professor. His strength was in research and knowledge. He wouldn't have gone to the prison without some backup. He had to be working with someone. Let's go back to his house and see what we can turn up.


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 ⇒ (12) + 10 + 1 = 23

Alamin pulls a yellow sun amulet out and presents it to the Sheriff, Sheriff we need this man, Randtam, to help dispel the growing evil that plagues your town. These hideous defacements and arisen dead are but a portent of what will come if we do not succeed in scouring the evil that lingers in the ruins of the prison. We can not do this deed without Randtam and his many skills. Now, I have not the gold to provide bail for Randtam; instead I give you my word bond as a sacred servent of the Goddess Sarenrae that when we are complete with our task he will either return and stand trial or pay a fine of fifty gold as recompense for his actions. Should I fail in this vow may the Goddess deprive me of the glory of Her light and cast me evermore into darkness. What say you Sheriff?


Sheriff Caeller looks a little stunned at Alamin's speech. After a few moments, All right then young lady. On your sworn oath to the Everlight I release Randtam into your custody. For the sake of your soul I hope you succeed in your endeavours. Cut him loose Charok, and NO Gib, not a godsdammned word.


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

To Alamin, Uuranx and Randtam:

"Let's get the hell outta here before something else goes wrong, and I suggest that we put a leash on Randtam..or maybe a muzzle would work better. Hmmm, I'll have to think about that..."


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

Hmmn, that was better than my idea...


The party quickly makes its way back to the Lorrimor house to prepare for the continuation of the expedition to the prison. Any other actions before you set out?


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

not for me


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

New question for Lorrimar????????


I'll await the next question, if any, and then advance to the prison unless you guys change your mind and want to do something 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

Question to Lorrimar...

Is there one entity in the Prison that if destroyed will negatively affect all of the haunts?


~yes~


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

Good to know, but what entity? I imagine that most everything that we encounter at the prison will oppose us and require that we destroy it.


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'm for that. Let's go back there and clean it out. I don't want the evil to continue to spread into this town. Who knows what effects it will have next? The malign energies might have even influenced your last encounter with Gib. That would certainly explain Randtam's brief love affair with chaos., she casts a wondering look in Randtam's direction.


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

We were just at the prison and got our asses kicked, what is gonna be different this time?


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

That doesn't seem to be the spirit of the Riverfolk that I've ever heard of; and our first failure with Gib didn't seem to deter you from pursuing another round of question, now did it? If the righteous falter in their efforts to thwart evil, then darkness will run unchecked and light will be driven from the world. If for no other reason, I will return to honor the memory of my friend the Professor and make sure that the town his daughter is left in is safe. His death will not be for nothing if I have anything to say about 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

celestial:
Thank you for your support. I do not regret my actions, I might have been a little hasty, yet I know I was right. Living on the wild side was fun.

I agree with Vraxel, how are we better equipped now than we were the other day to face this trial? We struggled last time. Did I glean/learn/understand...anything that could help us in the mission we are embarking upon? Yet we will survive!

The honor question about Lorrimar. Are you questioning Vraxel's loyalty to the Professor's memory? I do not question Vraxel and his belief system towards the Professor. He may operate differently than you.


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

Nine hells Alamin, your head is lost in the heavens. Every encounter I've had with Gib has gotten progressively worse, if this pattern holds true for our next trip to the prison we are going to be in over our heads. Uuranx's axe better be sharp.


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....

Celestial:
I attempted to do the good thing, I now realize I was wrong. I wanted to quell the evil that exists in the town. I now know I was not understanding the balance of things. Choosing one side over the other because your companions wish you to is not the way to live. I will choose to make sure my companions survive but I will do what is necessary.


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

Forgot to add. I would also like to borrow Lorrimar's quarter staff. I ask Kendra. If he does not have one I will find a suitable staff that I may use before we enter 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

~Takes a deep breath and then releases it.~

I do not question Vraxel's honor or his debt to the Professor. His choices are his own. As for you Randtam, you are released on my word bond to aid me fight the evil in the prison. If that is not your desire I wish you had said as much earlier; it would save me a trip to return you to the prison. If any of you see a different path to help this town that does not involve us returning to the prison and confronting what evil lies there speak now; and do not suggest that we revisit the issue of Gib. If he is guilty of crimes, it is for the law to handle. We have no authority over him. The time for study is passed. The time for action is now. What say you Uuranx? Can I count your mighty axe of righteousness to drive out the evil 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
Randtam wrote:

Alamin....

** spoiler omitted **

~after her speech~

Celestial:
Randtam, we have not asked for nor been given authority over the people of this town. I understand what you did, but it was wrong. I to think Gib is part of this and while he may not be evil himself, evil most likely acts through him. I we catch him commiting an evil act we may intervene, but we are not judge nor jury to set upon him otherwise.


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

My axe is yours Alamin. Let us clean out the evil, no matter how long it takes.


Randtam wrote:
Forgot to add. I would also like to borrow Lorrimar's quarter staff. I ask Kendra. If he does not have one I will find a suitable staff that I may use before we enter the prison.

Kendra gladly offers you her Father's staff, a finely crafted piece of hard ironwood (masterwork!), Keep it Randtam. I'm sure he would have wanted one of his proteges to have it to continue his work.


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

Alright let's get going before my common sense gets the better of me and I change my mind, keep your weapons ready.


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

~smiles~One could argue that common sense and bravery are mortal enemies. Before we return to the prison let's visit Father Grimburrow at the chapel of Pharasma. I saw some things there that should come in handy if the good Father will lend them to us.

She gathers up the reainder of her gear and heads out the door towards the Pharasmatic compound.


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 accompany her.


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

I heft my axe in readiness.


A short journey later you arrive at the temple to Pharasma. An elaborate building, its eastern facade displays an intricate stained-glass mural depicting a stern Pharasma judging a nobleman. After a discussion with one of the lesser priests you gain entry to Father Grimburrow's office where he is just finishing writing a report to his superiors about the recent undead rising. Alamin informs him of the PCs plans at the prison and asks to borrow some of the church's equipment-specifically special clubs the priests use during large events like the annual town fair and the like. Grimburrow agrees to loan each PC a club (+1 masterwork) and asks in return that the PCs find and return the journal of the prison's Chaplins. Apparently during the fire and resulting catastrophe, the Pharasmatic priests were not able to recover all of the documents related to their work there and the Chaplin's journal is one they would love to see returned to the church. Grimburrow indicates that the journal should be in the offices close to the Chapel, but the PCs will have to do some thorough searching as there is a lot of debris in the area.


In possesion of the loaned Pharasmatic clubs, the PCs journey the few miles up to the prison ruins.

MAP-

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

Standing once more in the large courtyard of the crumbling structure you can explore: the two remaining towers in the curtain wall; the Warden's house; the exterior of the prison structure (including the balconies); or go inside the prison itself.


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

Is the club in actuality +2....+1 and masterwork? If it only + 1 due to being masterwork I will use the Professors masterwork staff and will leave the club with the Priests.


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

Do they have any light maces? I'll take 2 of those instead of a club. Can't dual wield clubs!


Randtam wrote:
Is the club in actuality +2....+1 and masterwork? If it only + 1 due to being masterwork I will use the Professors masterwork staff and will leave the club with the Priests.

Club is just masterwork (+1 to hit). You leave it behind determined to use the Professor's staff to help avenge his death.


Vraxel wrote:
Do they have any light maces? I'll take 2 of those instead of a club. Can't dual wield clubs!

They do have light maces, but not masterwork. They will lend them to you if you like in lieu of the MW clubs.


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

Is there anything else they may wish to offer......????


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

I shall take a club....I might want to throw it at something.


Randtam wrote:

Is there anything else they may wish to offer......????

The temple has for purchase:

potions of cure light wounds, potions of lesser restoration, and holy water, a single dose of incense of meditation, a +1 silver morningstar, a wand of cure moderate wounds (19 charges), and a scroll of restoration


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 take 2 light maces.


Thoroughly equipped, the party now stands ready to continue its exploration of the prison ruins.

Where to MacDuffs?


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

I say we clear out the two towers, followed by the warden's house...


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

The Two Towers, sounds familiar. Lets do it. Approach tower on left and check for traps.

findtraps: 1d20 + 11 ⇒ (20) + 11 = 31


You cautiously approach the southernmost tower. A detailed review of the doorway leading into the tower reveals no traps. The door is rotted, and sags heavily on its hinges.


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

Who wants to open the door? I found no traps.


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

i'm game for door opening

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