Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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Randtam is more than a little surprised by how sincere Modd seems. You think that he had been quite ready to completely blow you off but your speech appears to have brought him all the way around. This might make sense given the Order's direct opposition to the Way and your involvement in thwarting many of their plans so far.


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

Great we can believe him. What happens now, go to the meeting or go to vaults where I can study and decipher what we need to know?

Randtam the silver-tongued wizard. Did you see that 20?


Modd watches the group's reaction to his sudden change of attitude and suddenly barks out a harsh laugh that is clearly a noise he is not used to making, You are right to be hesitant. If you knew me better then you would know how out of character this is for me. Usually I would take you to meet the other senior members of the Order and have you plead your case. If you convinced them, only then would I consider your request.

However, Randtam has made a compelling case and I have received word from Judge Daramid that there was a group chasing after followers of the Way attempting to avenge the death of Professor Lorrimor. You seem to be just that group, and not some posse of 'adventurers' looking for treasure and fame.

I will give you access to the Esoteric Vaults and there you should be able to find some answers to help you with your quest. I'll have someone escort you tomorrow to the Vaults and I'll open them to you myself.

Next 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

Sounds good to go to the vault before the meeting. But what happens after?

We protect ourselves tonight and hope Modd is alive tomorrow to help us. Anything else?


Any other party actions?

Otherwise Randtam can start researching and making knowledge rolls.


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:

Any other party actions?

Otherwise Randtam can start researching and making knowledge rolls.

Any particular field of knowledge checks?


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

Ok, I really want to know so here we go, of course second tries...

history: 1d20 + 13 ⇒ (15) + 13 = 28

local: 1d20 + 15 ⇒ (18) + 15 = 33

arcana: 1d20 + 20 ⇒ (17) + 20 = 37

Nature: 1d20 + 18 ⇒ (14) + 18 = 32

planes: 1d20 + 14 ⇒ (1) + 14 = 15

religion: 1d20 + 13 ⇒ (8) + 13 = 21

nobility: 1d20 + 10 ⇒ (20) + 10 = 30

linguistics: 1d20 + 20 ⇒ (7) + 20 = 27

geography: 1d20 + 10 ⇒ (8) + 10 = 18


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 will add his mighty knowledge to Randtam's.

know dungeon: 1d20 + 9 ⇒ (1) + 9 = 10
know local: 1d20 + 11 ⇒ (7) + 11 = 18

Looking around the vaults.
perception: 1d20 + 23 ⇒ (17) + 23 = 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

Forgot

know dungeoneering: 1d20 + 12 ⇒ (2) + 12 = 14

knowgeography: 1d20 + 10 ⇒ (16) + 10 = 26


In the basement below the Haraday Theater piles of statuary, pottery, paintings, and art fill these chambers, clustered around large wooden crates, barrels, and narrow bookshelves full of ancient, musty tomes, with only narrow, meandering pathways between them. In the final vault to the east, a large worktable lies half-buried under piles of scrolls, books, and clay tablets, illuminated by magical work lights overhead.

The linked subterranean chambers lie crammed full of treasures and accumulated lore important to the Order. The tight confines between boxes, crates, and stacks of scrolls, statuary, potter, and stone tablets make research extremely difficult but you persevere!

After a few days you determine the following:

The poem you found in Feldgrau is actually a formula for a magical elixir for creating a lich. The formula is somehow tied to a specific person, but you are unable to determine whom. You know that the Raven's Head was one of the specific components to be used.

You find reference to an item the Way uses called a 'moribund key'. Apparently the disk you found after defeating the headless is just such a key.

Moribund Key:

Greater agents of the Whispering Way use these silver medallions as keys to their sanctuaries. Each moribund key bears an engraved skull with two gray, burned-out ioun stones for eyes. Small openings line the coin’s outer edge. By turning the skull’s head, an inner plate marked with runic symbols lines up with these openings to establish different combinations. Each setting matches symbols inscribed on objects of great importance to the cult, such as statues, paintings, and doors. The proper arrangement of these runes activates stored spell effects in such objects, including powerful wards, programmed images, or
the release of arcane locks. The bearer of a moribund key can cast message at will, and spectral hand and vampiric touch 3 times per day. In addition, the skull’s eyes glow when undead approach within 60 feet. A moribund key bestows one negative level on any good creature carrying it. The negative level remains as long as the medallion is carried and cannot be overcome in any way while the medallion is in that creature’s possession.

You also discover a chronicle of several items the Way once kept in Caliphas, including a gargoyle statue reputed to show believers the way to the cult's hidden stronghold in the city.


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

Looking at all of his comrades with extra emphasis on Alamin.

Well I guess it was good I was carrying the key. Do we destroy the formula to create a Lich? Do we still wish to meet with the Council? Should we thank them, or lie low? Is there anything they can aid us with? The chronicle seems interesting. Should we find the hidden stronghold of the cult? Find the gargoyle find the Way.. What say all of you? Am I missing anything?

Eyes of Randtamra...find anything super special to defeat the Way?


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

"Can we find what the moribund key opens? How do we find the gargoyle statue so we can enter the hidden stronghold? Maybe you can find more answers here or maybe the council can help with these questions."


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

Wonder if activating the Moribund Key in the vault will show us more? Is there something in the vault to key the power? Are there any arcane locks, programmed images, or wards in here that I missed? There must be more in here.

Balator, I agree, I conclude there is more we can learn

Cast message to all the group using the key.


Randtam uses the energy of the Key to cast message on the group, but nothing triggers in the vault.

Thinking about it more, Randtam believes the key to the Key is finding the gargoyle statue referenced in some of the readings found in the vault. If the party can find the Way's secret hold in Caliphas it would be a good start.


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

Randtam uses the energy of the Key to cast message on the group, but nothing triggers in the vault.

Thinking about it more, Randtam believes the key to the Key is finding the gargoyle statue referenced in some of the readings found in the vault. If the party can find the Way's secret hold in Caliphas it would be a good start.

So the key is to the KEY.


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 studies the disc.

What intricacies does it possess. What hidden kernels can it show me.

knowarcana: 1d20 + 20 ⇒ (6) + 20 = 26

know linguistics: 1d20 + 20 ⇒ (19) + 20 = 39

know spellcraft: 1d20 + 20 ⇒ (20) + 20 = 40

common sense: 1d20 + 0 ⇒ (15) + 0 = 15


Randtam gains full mastery over the arts of Moribund Key making and believes he would have no problem constructing one of his own, although he shudders to think about what would go into making such a key.

He knows that this key is specifically tuned to an object, most likely the stone gargoyle he's read about.


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

Let's find the Stone Gargoyle.

Where does the key lead me?


The key leads you nowhere. You must find the gargoyle.


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

Do we know how big the gargoyle is? Or any specific identifying information about it that is unique? Do we think it could be hidden somewhere in the subterranean chambers of the vault?


There is no chance it is in the vault. The use of the key in such close proximity would have activated it.

Maybe one of the Order might be of assistance?


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

The only person of the Order I know So I ask Modd for help.


Modd looks at you a little wide eyed as you describe the statue-Well, indeed! I think I may happen to own the exact thing you are looking for.

He escorts you out into a small garden alcove where a hideous stone gargoyle crouches on a solid block of rough-hewn black granite. Its wings lie folded over its back, their sharp spurs reaching almost 10' in height. The statue's claws, teeth, and strangely protruding ribs all appear crafted from iron. A carved necklace witha skull-shaped medallion bearing curious runes along its outer edge hangs upon the gargoyle's chest.

Maybe this is what you seek?


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 the statue for traps.

perception traps: 1d20 + 23 + 1 ⇒ (1) + 23 + 1 = 25

"Hmmm, looks harmless enough."


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

Are we ready? Activate key.


A low glow begins to emanate from from the eyes of the gargoyle, the light slowly washing over the alcove area filling it with vague images that slowly become clear to the eye.

You see an aerial representation of what must be ancient Caliphas with a single building highlighted by an unearthly green glow. Modd exclaims-The Quartefaux Archives...of course!

As Modd's words fade away, four skeletal forms wrapped in riches and glory appear at the cardinal points surrounding the projection of the city, their translucent forms radiating power and menace. With one voice they intone:
What is the fifth catechism?

DC 34 Knowledge arcana or religion:
You know the answer to this Whispering Way catechism is "Undying form, undying opportunity."


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

Here we go! Add your knowledge to mine Modd! Comrades give me your knowledge!

Hope this dorks. I know everything through my studies about the Quartefaux Archives

arcana: 1d20 + 20 ⇒ (11) + 20 = 31

religion: 1d20 + 13 ⇒ (7) + 13 = 20


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 wrote:

Here we go! Add your knowledge to mine Modd! Comrades give me your knowledge!

Hope this dorks. I know everything through my studies about the Quartefaux Archives

[dice=arcana]1d20 + 20

[dice=religion]1d20+

That did not work so well.


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

Karcana: 1d20 + 5 ⇒ (19) + 5 = 24
Kreligion: 1d20 + 10 ⇒ (4) + 10 = 14

So close!


Moddknowledge: 1d20 ⇒ 4

Ummmm...bones?


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=Moddknowledge]1d20

Ummmm...bones?

If umm bones is supposed to help me I am missing it. Crap we are in trouble I am sure.


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

knowledge arcana: 1d20 + 8 ⇒ (16) + 8 = 24

"I'm pretty sure that the fifth catechism is.....the one that comes after the fourth catechism."


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
Uuranx wrote:

[dice=knowledge arcana]1d20 + 8

"I'm pretty sure that the fifth catechism is.....the one that comes after the fourth catechism."

I think it also comes before the sixth.


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

You are correct sir. I think that should boost us over...


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

know local: 1d20 + 11 ⇒ (1) + 11 = 12
know dungeon: 1d20 + 9 ⇒ (13) + 9 = 22

"I know nothing about such things."

Readies his blade.


The translucent skeletal forms become much more solid and attack!

http://media.wizards.com/2014/images/dnd/articles/excerpt_MM_0819_2.png

P: 1d20 ⇒ 14
F: 1d20 ⇒ 16

lot's of dice:

Creature 1
on: 1d5 ⇒ 2Balator!
bite: 1d20 + 14 ⇒ (1) + 14 = 15
1d8 + 5 ⇒ (6) + 5 = 11
claw: 1d20 + 14 ⇒ (15) + 14 = 29
1d6 + 5 ⇒ (6) + 5 = 11
claw: 1d20 + 14 ⇒ (1) + 14 = 15
1d6 + 5 ⇒ (4) + 5 = 9
sting: 1d20 + 14 ⇒ (11) + 14 = 25
3d4 + 5 ⇒ (3, 4, 1) + 5 = 13

Creature 2
on: 1d5 ⇒ 2Balator!
bite: 1d20 + 14 ⇒ (16) + 14 = 30
1d8 + 5 ⇒ (3) + 5 = 8
claw: 1d20 + 14 ⇒ (8) + 14 = 22
1d6 + 5 ⇒ (6) + 5 = 11
claw: 1d20 + 14 ⇒ (9) + 14 = 23
1d6 + 5 ⇒ (3) + 5 = 8
sting: 1d20 + 14 ⇒ (18) + 14 = 32
3d4 + 5 ⇒ (2, 3, 2) + 5 = 12

Creature 3
on: 1d5 ⇒ 2Balator!
bite: 1d20 + 14 ⇒ (19) + 14 = 33
1d8 + 5 ⇒ (4) + 5 = 9
claw: 1d20 + 14 ⇒ (2) + 14 = 16
1d6 + 5 ⇒ (4) + 5 = 9
claw: 1d20 + 14 ⇒ (14) + 14 = 28
1d6 + 5 ⇒ (1) + 5 = 6
sting: 1d20 + 14 ⇒ (7) + 14 = 21
3d4 + 5 ⇒ (1, 3, 1) + 5 = 10

Creature 4
on: 1d5 ⇒ 5Uuranx!
bite: 1d20 + 14 ⇒ (12) + 14 = 26
1d8 + 5 ⇒ (7) + 5 = 12
claw: 1d20 + 14 ⇒ (1) + 14 = 15
1d6 + 5 ⇒ (1) + 5 = 6
claw: 1d20 + 14 ⇒ (7) + 14 = 21
1d6 + 5 ⇒ (1) + 5 = 6
sting: 1d20 + 14 ⇒ (5) + 14 = 19
3d4 + 5 ⇒ (2, 3, 2) + 5 = 12

Balator is engaged by 3 creatures and Uuranx by 1.

If stung DC 20 FORT save or:

Save 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.

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

Back to where you came creature! Alamin shouts as she casts Dismissal (DC 18 Will).

1d20 + 7 ⇒ (10) + 7 = 17

The creature attempts to resist but it is banished by the power of Alamin's spell!


Modd seeing the hideous creatures appear flees for his life!


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 ⇒ (3) + 22 = 25
Dam: 1d10 + 1d6 + 17 ⇒ (2) + (6) + 17 = 25

Ecb : 1d20 + 17 ⇒ (1) + 17 = 18

Damn! 3 of my last 5 d20 have been 1's


Balator wrote:

[dice=Ecb ]1d20+22

[dice=Dam]1d10+1d6+17

[dice=Ecb ]1d20+17

Damn! 3 of my last 5 d20 have been 1's

Bad grouping!


~Uuranx/Randtam bump~


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

Use Rod for swift action haste +1 attk, +1 ac, +1 ref

attack with falchion pwrattk&arcnstrk: 1d20 + 18 ⇒ (11) + 18 = 29
damage: 2d4 + 2d6 + 22 ⇒ (4, 2) + (3, 3) + 22 = 34

hasted attack pwrattk&arcnstrk: 1d20 + 16 ⇒ (2) + 16 = 18

last attack pwrattk&arcnstrk: 1d20 + 11 ⇒ (16) + 11 = 27
confirmcrit: 1d20 + 11 ⇒ (9) + 11 = 20
regdam: 2d4 + 2d6 + 22 ⇒ (3, 1) + (4, 5) + 22 = 35

selfdam: 2d6 ⇒ (6, 1) = 7

-8 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

Soory guys

Summon IV. With superior summoning

Lantern Archer

Damage bypasses all DR

archons: 1d3 + 1 ⇒ (1) + 1 = 2

rangedtouchlightray: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d6 ⇒ 5

rangedtouchlightray: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d6 ⇒ 5

rangedtouchlightray: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d6 ⇒ 4

rangedtouchlightray: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 ⇒ 4


Balator is just able to land a strike on the foe but his blade seems to mostly skip off of the tough bone of the enemy, causing significantly less damage than he expected.

Uuranx's blade lands twice, his brute strength allowing him to do more damage than Balator's nimble blade but still far less than he normally would.

One of Randtam's Archon's beams connects, leaving a small blasted patch of bone in its wake.

foe's rolls:

Creature 1
on: 1d4 ⇒ 3Archon
bite: 1d20 + 14 ⇒ (3) + 14 = 17
1d8 + 5 ⇒ (5) + 5 = 10
claw: 1d20 + 14 ⇒ (16) + 14 = 30
1d6 + 5 ⇒ (3) + 5 = 8
claw: 1d20 + 14 ⇒ (9) + 14 = 23
1d6 + 5 ⇒ (4) + 5 = 9
sting: 1d20 + 14 ⇒ (16) + 14 = 30
3d4 + 5 ⇒ (1, 4, 2) + 5 = 12
Creature 2
on: 1d4 ⇒ 3Archon
bite: 1d20 + 14 ⇒ (7) + 14 = 21
1d8 + 5 ⇒ (3) + 5 = 8
claw: 1d20 + 14 ⇒ (15) + 14 = 29
1d6 + 5 ⇒ (1) + 5 = 6
claw: 1d20 + 14 ⇒ (7) + 14 = 21
1d6 + 5 ⇒ (3) + 5 = 8
sting: 1d20 + 14 ⇒ (13) + 14 = 27
3d4 + 5 ⇒ (4, 2, 2) + 5 = 13
Creature 3
on: 1d4 ⇒ 1Alamin
bite: 1d20 + 14 ⇒ (4) + 14 = 18
1d8 + 5 ⇒ (4) + 5 = 9
claw: 1d20 + 14 ⇒ (14) + 14 = 28
1d6 + 5 ⇒ (5) + 5 = 10
claw: 1d20 + 14 ⇒ (14) + 14 = 28
1d6 + 5 ⇒ (5) + 5 = 10
sting: 1d20 + 14 ⇒ (15) + 14 = 29
3d4 + 5 ⇒ (4, 3, 3) + 5 = 15

2 attacks on 2 archons and 1 on Alamin.

The creatures seem to really hate the newly summoned Archons. One tries stop Alamin from dismissing any of the rest of them but is unable to touch her.

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

Alamin counters with her scimitar:

S1: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
1d6 + 6 + 2d6 ⇒ (4) + 6 + (6, 6) = 22
haste: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
1d6 + 6 + 2d6 ⇒ (2) + 6 + (6, 2) = 16
S1: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
1d6 + 6 + 2d6 ⇒ (2) + 6 + (2, 2) = 12

Alamin's blade only connects once, but it cuts through the creature's bone like a hot knife through butter.


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 + 1 ⇒ (5) + 22 + 1 = 28
dam: 1d10 + 1d6 + 17 ⇒ (5) + (1) + 17 = 23

ecb: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19

ecb: 1d20 + 22 + 1 ⇒ (2) + 22 + 1 = 25
dam: 1d10 + 1d6 + 17 ⇒ (5) + (5) + 17 = 27

Another 1!


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 ⇒ (1) + 1 = 2

Attack with falchion pwrattk&arcnstrk: 1d20 + 22 ⇒ (5) + 22 = 27
damage: 2d4 + 2d6 + 26 ⇒ (2, 4) + (5, 3) + 26 = 40

hasted attack pwrattk&arcnstrk: 1d20 + 20 ⇒ (2) + 20 = 22
damage: 2d4 + 2d6 + 26 ⇒ (1, 3) + (1, 2) + 26 = 33

last attack pwrattk&arcnstrk: 1d20 + 15 ⇒ (11) + 15 = 26
damage: 2d4 + 2d6 + 26 ⇒ (2, 4) + (2, 5) + 26 = 39

selfdam: 3d6 ⇒ (1, 3, 6) = 10

-9 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

Scorching Ray

rangedtouchattack: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 4d6 ⇒ (1, 4, 6, 2) = 13
rangedtouchlightray: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 4d6 ⇒ (2, 3, 6, 2) = 13
rangedtouchlightray: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 4d6 ⇒ (5, 1, 2, 1) = 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
Randtam wrote:

Scorching Ray

[dice=rangedtouchattack]1d20 + 7
[dice=damage]4d6
[dice=rangedtouchlightray]1d20 + 7
[dice=damage]4d6
[dice=rangedtouchlightray]1d20 + 7
[dice=damage]4d6

If scorching ray is a spell, you get 3 rays at 11th level.


Balator connects twice as does Uuranx but the damage from their blows are largely muted by the creatures bony structure.

1d3 ⇒ 1

Only one of the three Archons (AC 15; 13 HP) survived the previous rounds assault and it blasts a small hole in the rib bone of one of the creatures.

Three massive rays of flame wash over one of the skeletal forms doing no apparent damage.

foes:

Creature 1
on: 1d4 ⇒ 1 Alamin
bite: 1d20 + 14 ⇒ (18) + 14 = 32
1d8 + 5 ⇒ (1) + 5 = 6
claw: 1d20 + 14 ⇒ (19) + 14 = 33
1d6 + 5 ⇒ (6) + 5 = 11
claw: 1d20 + 14 ⇒ (2) + 14 = 16
1d6 + 5 ⇒ (6) + 5 = 11
sting: 1d20 + 14 ⇒ (20) + 14 = 34
3d4 + 5 ⇒ (4, 4, 1) + 5 = 14
3d4 + 5 ⇒ (1, 4, 4) + 5 = 14
Creature 2
on: 1d4 ⇒ 4 Alamin
bite: 1d20 + 14 ⇒ (14) + 14 = 28
1d8 + 5 ⇒ (5) + 5 = 10
claw: 1d20 + 14 ⇒ (14) + 14 = 28
1d6 + 5 ⇒ (3) + 5 = 8
claw: 1d20 + 14 ⇒ (8) + 14 = 22
1d6 + 5 ⇒ (5) + 5 = 10
sting: 1d20 + 14 ⇒ (11) + 14 = 25
3d4 + 5 ⇒ (2, 2, 2) + 5 = 11
Creature 3
on: 1d4 ⇒ 3 Balator
bite: 1d20 + 14 ⇒ (8) + 14 = 22
1d8 + 5 ⇒ (1) + 5 = 6
claw: 1d20 + 14 ⇒ (12) + 14 = 26
1d6 + 5 ⇒ (6) + 5 = 11
claw: 1d20 + 14 ⇒ (18) + 14 = 32
1d6 + 5 ⇒ (3) + 5 = 8
sting: 1d20 + 14 ⇒ (9) + 14 = 23
3d4 + 5 ⇒ (3, 3, 3) + 5 = 14

2 on Alamin one of Balator

Party action

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