Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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Does Randtam take any action besides relaying info?


~Randtam bump~


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

Can I cast ice storm on tentacles without harming my friends in battle. There is no saving throw. Already blew a 5th level spell and would rather not waste/damage my friends.

spellcraft: 1d20 + 20 ⇒ (3) + 20 = 23


Randtam has enough skill that he can target just the three creatures from the plane of air. However, he knows that these creatures have spell resistance and they may be immune to Randtam's magics.


AC-28 HP-108 Channel (10/day) 8d6
Melee:
adamantine dagger +9/+4 (1d4/19-20)
Saves:
FORT+11/REF+7/WILL+20
Skills:
+24 diplomacy, +14 heal, ,+18 perception

Hearing Randtam's words, Benedict shouts a phrase of power and attempts to send the mihstus back to the plane of air.

~cast banishment~ DC 25~

SR: 1d20 + 11 + 4 ⇒ (16) + 11 + 4 = 31
SR: 1d20 + 11 + 4 ⇒ (16) + 11 + 4 = 31
SR: 1d20 + 11 + 4 ⇒ (2) + 11 + 4 = 17


DC 25 Will: 1d20 + 4 ⇒ (18) + 4 = 22
DC 25 Will: 1d20 + 4 ⇒ (16) + 4 = 20

Balator and Uuranx damage two of the mihstus. Benedicts word of power forces one wounded and one unwounded creature back to the elemental plane of air.

Wounded Mihstu
1d2 ⇒ 2
On Uuranx
tentacle: 1d20 + 14 ⇒ (6) + 14 = 201d4 + 1 ⇒ (3) + 1 = 4
tentacle: 1d20 + 14 ⇒ (2) + 14 = 161d4 + 1 ⇒ (2) + 1 = 3
tentacle: 1d20 + 14 ⇒ (15) + 14 = 291d4 + 1 ⇒ (4) + 1 = 5
tentacle: 1d20 + 14 ⇒ (6) + 14 = 201d4 + 1 ⇒ (4) + 1 = 5

on: 1d4 ⇒ 2Benedict
A rancid-smelling mound of animated ooze in the hideous shape of a half-melted man springs from a pool of water and tries to grab Benedict as it dives back into another pool of water.
slam/grab: 1d20 + 21 ⇒ (6) + 21 = 271d6 + 8 + 3d6 ⇒ (5) + 8 + (4, 1, 5) = 23

It barely misses!

Party action


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

mihstus beatdown pwrattk&arcnstrk: 1d20 + 26 ⇒ (19) + 26 = 45
confirm crit: 1d20 + 26 ⇒ (16) + 26 = 42

crit damage: 4d4 + 2d6 + 68 ⇒ (4, 1, 4, 1) + (3, 6) + 68 = 87

last attackpwrattk&arcnstrk: 1d20 + 18 ⇒ (3) + 18 = 21
damage: 2d4 + 2d6 + 34 ⇒ (1, 4) + (4, 1) + 34 = 44


Uuranx destroys the last mihstu, but some terror remains in the fetid waters.


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 deep the water is? Is it water?

perception: 1d20 + 26 + 2 ⇒ (9) + 26 + 2 = 37


The edges of the pools spread throughout the room are a slippery honeycomb of narrow ledges. The water within looks quite foul and oily; a noxious odor emanates from it. You guess the water to be anywhere from 15-25' deep.


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 see anything else in the water or the thing that attacked?

"My ring (freedom of action) will allow me to move about in the water but I will not be able to breathe down there. Anyone have anything else that might be helpful or should we just move on?"


AC-28 HP-108 Channel (10/day) 8d6
Melee:
adamantine dagger +9/+4 (1d4/19-20)
Saves:
FORT+11/REF+7/WILL+20
Skills:
+24 diplomacy, +14 heal, ,+18 perception

That water looks most foul. Who knows what type necromantic properties it holds? Let's be out of this room as quickly as possible. North through the double doors or Southwest?


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 you sure we should leave?

perception: 1d20 + 17 ⇒ (2) + 17 = 19

knowledgearcana: 1d20 + 20 ⇒ (19) + 20 = 39
knowledgenature: 1d20 + 18 ⇒ (1) + 18 = 19
knowdungeoneering: 1d20 + 12 ⇒ (19) + 12 = 31
knowhistory: 1d20 + 13 ⇒ (18) + 13 = 31
spellcraft: 1d20 + 20 ⇒ (15) + 20 = 35


AC-28 HP-108 Channel (10/day) 8d6
Melee:
adamantine dagger +9/+4 (1d4/19-20)
Saves:
FORT+11/REF+7/WILL+20
Skills:
+24 diplomacy, +14 heal, ,+18 perception

Sounding more scared than angry-Hells Randtam, I don't know any more than you; I'm a priest not an oracle! I do know that we are here to try and rescue Count Galdana, not defeat every evil thing that crosses our path. There is no chance I'm diving into one of those pools of filth and I see two doors ahead that seem nice and dry.

As he finishes he steps back onto the other side of the door to the alchemist room.

You lot let me know when you are ready.


Randtam thinks that the creature is some type of ooze demon from a layer of the abyss that is clearly comfortable in the fetid waters of the room. Moreover the water seems to be mixed with some type of corrosive fluid that would probably damage creatures entering it. It would take a full round of running to get to one of the doors.

A malevolent force pushes on 1d3 ⇒ 3 Uuranx attempting to force him into one of the nearby pools of water.

DC19 Will to avoid being plunged into the deadly depths!


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 backs away very quickly.

Uuranx fight it.

Summon 3

Water elemental enters the water. Disrupt and give Randtam information.


The elemental soon locates the half-melted man shaped ooze demon lurking under the water not far from where the party is.

It attacks!
D: 1d20 ⇒ 16
E: 1d20 ⇒ 9

On elemental:
slam: 1d20 + 21 ⇒ (3) + 21 = 241d6 + 8 + 3d6 ⇒ (2) + 8 + (1, 1, 3) = 15
slam: 1d20 + 21 ⇒ (15) + 21 = 361d6 + 8 + 3d6 ⇒ (1) + 8 + (5, 3, 6) = 23


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

will: 1d20 + 22 ⇒ (3) + 22 = 25

-If I was enlarged, with reach, would I be able to attack the demon from outside the pool?-


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

enlarged...heh.heh.heh.

With reach. That's what she said. Says Beavis and Butthead


Uuranx wrote:

[dice=will]1d20 + 22

-If I was enlarged, with reach, would I be able to attack the demon from outside the pool?-

No chance. The waters are dark and murky and you have no clue where the demon is, just that Randtam summoned an elemental and deployed it into the waters to disrupt.

There is no mental link between Randtam and summoned creatures:

" It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions."


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

boooo!


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:
Uuranx wrote:

[dice=will]1d20 + 22

-If I was enlarged, with reach, would I be able to attack the demon from outside the pool?-

No chance. The waters are dark and murky and you have no clue where the demon is, just that Randtam summoned an elemental and deployed it into the waters to disrupt.

There is no mental link between Randtam and summoned creatures:

" It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions."

What does "perform other actions" mean? Gather intell and tell me what it sees and is going on?


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

boo!


Randtam wrote:
Carrion Crown CAW wrote:
Uuranx wrote:

[dice=will]1d20 + 22

-If I was enlarged, with reach, would I be able to attack the demon from outside the pool?-

No chance. The waters are dark and murky and you have no clue where the demon is, just that Randtam summoned an elemental and deployed it into the waters to disrupt.

There is no mental link between Randtam and summoned creatures:

" It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions."

What does "perform other actions" mean? Gather intell and tell me what it sees and is going on?

It can follow instructions.

You said:

"Summon 3

Water elemental enters the water. Disrupt and give Randtam information."

The elemental went searching for something to disrupt and got attacked by the demon. I leave it to you to determine what the elemental does next. Does it try to return and report? Does it stay and fight/disrupt? Does it do something else (make sweet, sweet, elemental love to the demon in an effort to befriend 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

OK.do not agree with GM.
I am understanding my water elemental.is doing what
As long as he fights stay on the demon. Balator?

KnowNature : 1d20 + 17 ⇒ (5) + 17 = 22

The elemental attacks as I back out more. Dive on demon. (Water elemental)


What do you want it to do instead Randtam?

Again your previous post:

"Summon 3

Water elemental enters the water. Disrupt and give Randtam information."


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

Does my mental link with the summoned creature allow me to know what it is doing, and what is going around it. I do speak aguan.


You DON'T HAVE a mentalk link with anything you summon.....


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 are you YELLING at me? I am only trying to work any angle I possibly can. I am trying to have fun and play this game. In IRL or game day I would be asking you these same questions.

Randtam makes or commands the elemental to defend Uuranx and we leave the room.

If not oh well?


I'm not yelling at you, caps are for emphasis only, as I clearly failed to make that point in the previous few posts.

There is no mental connection between you and beings you summon unless they happen to have telepathy. Once summoned they follow your verbal instructions as best they can.


Once they leave hearing range you can decide what they do, although in theory that would be DM perogative.

So the elemental can fight or return to you to let you know what it saw or some other action you determine.


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

Thoughtb Uuranx and I have now left this evil room.


Current round actions:

Randtam and Benedict move back to alchemy room.

Elemental was declared as attacking the demon (you can change that if you want); need attack rolls.

Uuranx and Balator no action yet.


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

Waiting for the thing to come back out of the ooze so I can kill it.


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

no water breathing, flaw in our plans...


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

looking over character sheet, found 1 pot. of water breathing.

"Balator, you have a ring which lets you move freely underwater. Would you like a pot. of water breathing to take it on. Or lend me the ring and I'll do it."


Don't forget-" The water within looks quite foul and oily; a noxious odor emanates from it. "


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 all for avoiding this room then...


Unless someone says otherwise...

~handwave~

The party makes it through the room as the demon battles the water elemental. Do you take the N or SE door?


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

N


The temperature drops to a cavernous chill as rough-hewn stairs give way to cramped catacombs. The smell of old decay emanates from dozens of alcoves containing broken skeletal remains, their eyeless skulls staring forward into emptiness with dead, vacuous gazes.

A brief inspection of the catacombs from Randtam indicates that many of the corpses here were too old or damaged for animation, though the shattered lids of ancient sarcophagi give evidence that some of the armored crusaders entombed were not.

The maze-like tunnel holds several inches of fetid water and winds lazily for a few hundred feet before splitting into 5 different directions: W, NW, N, NE, SE.

Everyone roll Perception please.


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

perception: 1d20 + 7 ⇒ (13) + 7 = 20


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 + 26 + 2 ⇒ (4) + 26 + 2 = 32


Balator pulls the party up short before they plunge into a deep sinkhole of water that is largely obscured by the murky nature of the fluid. From behind he hears the faint howl of some type of wolf.


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

Does Randtam have knowledge of the type of howl or see the creature.

perception: 1d20 + 17 ⇒ (8) + 17 = 25
KnowNature: 1d20 + 18 ⇒ (19) + 18 = 37


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

Ready my sword.


Balator stops the party before it stumbles into the deep sinkhole in front of them. The edges are traversable, if narrow.

Randtam believes the howl is that of some type of werewolf. It doesn't sound much like a wolf, but sounds strange even for a lycanthrope-more otherworldly and chilling. Conferring with Balator it sounds like it came from the entry to the catacombs.

The party stands still, straining their ears, but the only sound is that of drops of water falling from the ceiling, having condensed there from the moist air in the tunnel. The smell of wet rotting corpses is pervasive.

Party action.


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

Is there an exit on the other side?

Can we jump the sinkhole?


There are 5 exits on the other side (read above). You think you can jump it fairly easily, but there is a chance a mistep will drop you into the sinkhole.


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

-There it is, posted above. 5 exits clear as day...I stink"

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