Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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Uuranx ends another foes life but the remaining combatant deep under the effects of his enchantment is not bothered by his companions falling around him and his blade swings once more.

On Uuranx
GS1: 1d20 + 15 ⇒ (12) + 15 = 272d6 + 10 ⇒ (4, 6) + 10 = 20
GS2: 1d20 + 10 ⇒ (6) + 10 = 162d6 + 10 ⇒ (4, 6) + 10 = 20

On Alamin
GS1: 1d20 + 15 ⇒ (16) + 15 = 312d6 + 10 ⇒ (6, 2) + 10 = 18
GS2: 1d20 + 10 ⇒ (19) + 10 = 292d6 + 10 ⇒ (5, 6) + 10 = 21
GS1: 1d20 + 15 ⇒ (5) + 15 = 202d6 + 10 ⇒ (5, 1) + 10 = 16
GS2: 1d20 + 10 ⇒ (16) + 10 = 262d6 + 10 ⇒ (5, 4) + 10 = 19

Uuranx once again feels the foul force of evil magics combating his holy might. DC 22 FORT save.


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 attempts to finish off one of her foes.

S1: 1d20 + 14 + 2 + 1 ⇒ (3) + 14 + 2 + 1 = 201d6 + 6 + 1d6 ⇒ (6) + 6 + (6) = 18
haste: 1d20 + 14 + 2 + 1 ⇒ (7) + 14 + 2 + 1 = 241d6 + 6 + 1d6 ⇒ (1) + 6 + (6) = 13
S2: 1d20 + 9 + 2 + 1 ⇒ (13) + 9 + 2 + 1 = 251d6 + 6 + 1d6 ⇒ (6) + 6 + (1) = 13

And does so leaving her to face one final combatant.


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 dc22: 1d20 + 19 + 2 + 2 ⇒ (19) + 19 + 2 + 2 = 42

LOH2: 1d6 ⇒ 1

attack pwrattk&arcnstrk: 1d20 + 27 ⇒ (6) + 27 = 33
damage: 2d4 + 2d6 + 29 ⇒ (3, 3) + (2, 4) + 29 = 41

hasted attack pwrattk&arcnstrk: 1d20 + 25 ⇒ (15) + 25 = 40
confirmcrit: 1d20 + 25 ⇒ (3) + 25 = 28
critdam: 4d4 + 2d6 + 58 ⇒ (3, 1, 2, 2) + (5, 3) + 58 = 74

last attack pwrattk&arcnstrk: 1d20 + 20 ⇒ (3) + 20 = 23
damage: 2d4 + 2d6 + 29 ⇒ (2, 4) + (4, 3) + 29 = 42

-15hp
no images left


Uuranx kills his final foe and stands ready to charge the apparent spell caster or turn back to aid Alamin.

On Alamin
GS1: 1d20 + 15 ⇒ (5) + 15 = 202d6 + 10 ⇒ (1, 6) + 10 = 17
GS2: 1d20 + 10 ⇒ (7) + 10 = 172d6 + 10 ⇒ (3, 2) + 10 = 15

Seeing her minions cut down the woman utters a few words of power and disappears from sight (dimension door).

Uuranx and Alamin quickly cut down the last guard.

***end of combat***


Uuranx bump. Need you to cast your protection from evil spells on Balator/Randtam to free them from their return to Caliphas compulsion.

When/if you do, go ahead and roll for them to see if the enchantment is lifted.


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

Uuranx chases down Randtam and Balator and attempts to free them once again...
"Resist the evil Randtam." Cast Prot. from Evil will 25: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26

"You also Balator." Cast Prot. from Evil will 25: 1d20 + 10 + 2 + 2 ⇒ (3) + 10 + 2 + 2 = 17

"Resist Balator!!" Cast Prot. from Evil again will 25: 1d20 + 10 + 2 + 2 ⇒ (16) + 10 + 2 + 2 = 30


The power of Uuranx compels you!


Uuranx and Alamin are able to catch up with Balator and Randtam as they head back to Caliphas. After a few moments Uuranx is able to break the enchantment they were under and return them to their senses.

You are about 100 yards outside of the Abbey.

Party action.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

"Oh, hello Uuranx, whatever possessed me to wander off like that?"


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I'm assuming you will return to the Abbey-the fighters each had +1 full plate; +1 amulet of natural armor; +1 great swords.


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 helps collect the loot. Any other areas to explore on second floor?


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

Waste of time apoligizing here for my performance

It is obvious I am no match for what is before us. Do we wish to continue upon this path? Is it worth it?


The party also finds seven glass vials filled with lich dust poison, a cauldron of brewing, 4 scrolls of protection from evil (caster level 12), a large number of tomes dealing with the extension of human life (worth 1,000 GP), and an elaborate glass vial sitting in a velvet lined coffer that holds three precious drops of sun orchid elixir. Consumption of each drop adds 1 point of CON permanently.

Balator's keen eyes also find a secret stairwell descending to a hitherto unknown basement level of the Abbey.


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

Hold fast your quailing spirit Randtam. As distasteful as you may find our current task every foe we defeat is an evil vanquished and brings us closer to discovering the ultimate end of the Way. Although, it seems clear to me that they intend to try and free the Dread Lord from their prison. Otherwise why all of this experimentation with lich dust and vampire blood.

I'm sure these stairs will take us somewhere of import if Balator will but lead the way. Ware any sign of spiders!


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

Why did I memorize the alchemist/sorcery/wizardry scroll.Aka Lich living? I may have the understanding The Way may need to trulely bring back death

Quailling...


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

Time to drink some Con boosting sun orchid elixir.

Head down the stairs when everyone is ready.

perception: 1d20 + 23 ⇒ (8) + 23 = 31


Randtam:

Randtam realizes that he now probably has the knowledge, ingredients, and power to become a lich if he so chose.


The stairs are untrapped and lead down several hundred feet.

They end in a landing that has a large opening to the North (about 100' away) and closed double doors immediately to the South.


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

No kidding you are having trouble posting! Never seen an invisible post before.


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

Apparently my information was so important I decided, unbeknownst to me, to not share it with the party. It is that important.

GM:
I now must be in very popular demand with the Whisphering Way. I must be extra careful. Or I can become an ultra powerful Lich. I saw the power on top of the tower of Castle Schloss that could be mine. Maybe...


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 double doors to the south, open if untrapped.

perception: 1d20 + 23 ⇒ (14) + 23 = 37


Finding the doors free of traps Balator opens them to reveal a large ossuary - carved stone columns resembling angels with outstretched wings support the ceiling of this wide, long chamber. Decayed bones and half-rotten burial shrouds spill out of ten five-footwide alcoves in the chamber’s walls. There are some bones scattered across the floor and it appears as if someone has rifled through the hallowed resting places of monks and abbots looking for...something.

A man dressed in heavy armor and wearing the sigil of Iomedeae paces slowly through the halls muttering to himself quietly, almost as if he was praying.


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

detect evil...


Uuranx:
You sense strong evil, but for the first time in your life you are confused by what exactly you sense. It's almost as if the evil you is at war with something underneath and the conflict in emotional energies from the man is more than a little befuddling.


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

"What are you looking for sir?", Uuranx asks out loud. "I sense that you are troubled. What is a follower of Iomadae doing in a place like this?"


The man's head snaps up as he realizes he is not alone and you see very clearly the tell-tale signs of vampirism-I seek redemption, but that seems beyond the grace of Iomedeae. So now I seek an end.

He awaits your reply.


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

"How may I assist you?"


A pained look passes over his face-Once, not many moons ago, I was much like you. Mortal. Holy. Questing. I bathed in the power of the Inheritor and sought to solve a mystery of murders, tracking back whom I suspected to Restoration Park. Many nights I watched and waited. Waited for the right moment. When the moment came, I...I was not its equal and became slave to whom I had come to kill-Radvir Giovanni.

He drove the light from me and made me do things. Horrible, unspeakable things. Now the touch of my mistress has been replaced with an insufferable hunger. A hunger that can only be slaked in the most hideous of ways. I try to resist, but the nature of what I have become is stronger than I could have ever imagined.

So now I ask that you give me peace. End this undeath and let me see what the Lady of Graves decides for my eternal fate.

As he looks at you a mixture of bloodlust and self loathing war with each other as he awaits your answer.


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

"May Iomadae grant you peace." I move to end his undead life...

pwratt&arcnstrk: 1d20 + 22 ⇒ (4) + 22 = 26
damage: 2d4 + 2d6 + 25 ⇒ (2, 3) + (1, 5) + 25 = 36

last attack pwrattk&arcnstrk: 1d20 + 15 ⇒ (2) + 15 = 17
damage: 2d4 + 2d6 + 25 ⇒ (2, 2) + (1, 2) + 25 = 32


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 follows Uuranx's lead.

v flat footed or flanking
ecb: 1d20 + 22 ⇒ (9) + 22 = 31
dam: 1d10 + 1d6 + 17 + 2d6 ⇒ (6) + (2) + 17 + (4, 6) = 35

ecb: 1d20 + 17 ⇒ (14) + 17 = 31
dam: 1d10 + 1d6 + 17 + 2d6 ⇒ (2) + (3) + 17 + (5, 6) = 33


Unresistant to the fury of the party the former Paladin quickly succumbs to his final death.

***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 ⇒ (18) + 23 = 41

Search the area


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

Arrange his body in a manner honoring a paladin of Iomadae and give him one last blessing...


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The area very clearly has been thoroughly searched before.

The fallen man had: +1 breastplate; +1 heavy steel shield; +2 ghost touch longsword.

You find a well placed secret door in the western section of the North wall.


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

search and Use arcane sight, Darkvision and see invisibility.

perception: 1d20 + 17 ⇒ (18) + 17 = 35


Randtam finds nothing beyond the previously discovered secret tunnel in the North wall.


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 secret tunnel.

perception: 1d20 + 23 ⇒ (9) + 23 = 32


It opens up into darkness extending North upwards of 60'.

It looks like it might head back to the area at the bottom of the stairs.


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

"Someone want to light up this secret tunnel? Or do we want to head back to the landing and explore the opening to the North?"


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

Cast Dancing Lights and send them up ahead.


You can see tunnel runs for about 100' opening into a larger area/room.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

Head down to the larger area/room.

perception: 1d20 + 23 ⇒ (4) + 23 = 27


Two large braziers sit to either side of the archway leading into this domed chamber, casting a disturbing green glow and flickering shadows across the walls and ceiling. Walkways lined with candles lead to a pentagram inscribed in blood in the center of the floor. Against the western wall, a throne sits atop a raised dais.

Four massive wooden golems each with one limb ending in a hand and the other in a spike are arrayed in front of you. Behind them is a massive figure dressed in ornate full plate with a savage looking blade in each hand; blood oozes from the steel and a hideous skeletal face looks out from the helmet eyes ablaze with blue light. Finally, sitting atop the throne is a human woman, clearly now a vampire, fresh blood drips from her lips. At her feet lies the now dead form of the spellcaster you had last fought, her throat ripped open and blood splashed about her form.

The vampire speaks-Welcome...to your deaths.

M: 1d20 ⇒ 12
P: 1d20 ⇒ 2

The vampire woman is able to act before the party!

She blasts the party with a cone of cold Brrrr!: 15d6 ⇒ (2, 2, 3, 4, 3, 5, 4, 6, 6, 5, 2, 2, 5, 1, 3) = 53

DC 25 REF for 1/2 damage.

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

-53HP

REF save: 1d20 + 7 ⇒ (14) + 7 = 21

-99HP

Alamin is to weary to move out of the way of the arctic blast of cold; her angelic blood is able to ward off some of the damage.

Delay on Uuranx action


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

reflex: 1d20 + 22 ⇒ (1) + 22 = 23

Second Chance trait!
reflex: 1d20 + 22 ⇒ (19) + 22 = 41
Evasion = no damage

Delay attack for Uuranx, how far away are the vamp, the golems, and the plated monstrosity?


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

Forgot about second chance REF: 1d20 + 7 ⇒ (11) + 7 = 18

Ghaaa!


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

ref dc25: 1d20 + 13 + 4 ⇒ (13) + 13 + 4 = 30

LOH3: 1d6 ⇒ 2

Cast Haste

-40 hp


The golems are going to be directly engaged with you in melee this round with the plated monstrosity right behind with some reach attack potential.

The vampire is about 50' away and about 10' higher than you on a dais.


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

-99HP

Alamin summons a spiritual scimitar to attack the witch.

You'll not be so smug for long witch!

SS: 1d20 + 13 + 2 + 1 ⇒ (11) + 13 + 2 + 1 = 271d8 + 3 ⇒ (4) + 3 = 7

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