Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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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 looks longingly at the now Elven curved blade. He is unsure of what to do next.

Does Balator seem different? sense motive: 1d20 + 0 ⇒ (7) + 0 = 7

This is killing Randtam! The sword changed its shape to conform to its wielder. It was found in an extremely evil place, but the blade might be inherently good because of the Saint. It is an empty cup but can be filled, hopefully not with Randtam's blood. Randtam hates when he does not know things. Randtam used his wizardry skills and now has more questions than answers. Would hate to have it all end because of a cursed sword.


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

"Either I'm starting to lose it or Saint Vesbias spoke to me, in my head and told me the blade will become more powerful the more undead that it kills."


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 racks his brain about Saint Vesbias.

knowhistory: 1d20 + 13 ⇒ (13) + 13 = 26
KnowReligion: 1d20 + 13 ⇒ (8) + 13 = 21


Randtam knows Vesbias is the patron Saint of last stands and lost causes. A minor footnote in the wars against Tar-Baphon. The shrine has stood here for hundreds of years, many of them under the darkness of 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

Vesbias:

"Thank you Saint Vesbias. I will wield the sword as best I can. What else do we need to do to release your spirit fully? Do you know anything about this place that will help us defeat the Whispering Way?"


Balator:
The more powerful undead you destroy the more my spirit will be free to inhabit this blade and lend you my strength. These halls are strange to me now. Once they held sacred relics and many of the righteous fallen from the Shining Crusade. Now all I sense is darkness and filth. Let us about your business; I'm hungry for the flesh of the undead!


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

I asked Vesbias if he had any knowledge that could help us defeat the whispering way but he said this area is different from what he knew and is strange to him. He believes there will be more undead.

Move back where the path forks and head NE.

perception: 1d20 + 26 + 2 ⇒ (16) + 26 + 2 = 44


The catacombs wind and twist interminably for several hundred feet. There are a few dead end branches and it seems that it eventually loops you back to a sinkhole. At this point you aren't quite sure if it's one you have passed by before or a new one.

Traverse checks please...


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 tries to figure where we are. He will also use a dagger to mark his intials on the wall.

survival: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23

traverse: 1d20 ⇒ 14


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

traverse: 1d20 ⇒ 11


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

traverse: 1d20 ⇒ 13

Never thought the danger of drowning would seem so enviable...


Balator sees an odd formation in the catacombs ahead that he thought he saw earlier when the party passed by the first sinkhole. He believes that the group is quite close to the entrance of the death filled maze.

Need a Uuranx traverse check.


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

ha, made it...got lost in the paizo maze

traverse: 1d20 ⇒ 11


The party advances about 20' around a slight curve and Balator determines that indeed you are back at the first sinkhole you traversed past. You can see the hallway ahead that leads to the entrance 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

Head back out.

perception: 1d20 + 26 + 2 ⇒ (17) + 26 + 2 = 45


Sadly, you will have to traverse one last sink hole.


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

Traverse: 1d20 ⇒ 5


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

ha, did it again

Traverse: 1d20 ⇒ 11


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

One for the money...

traverse: 1d20 ⇒ 3


on: 1d4 ⇒ 2Benedict

Claws reach out of the depths of the sinkhole as Benedict passes though!

claw: 1d20 + 15 ⇒ (7) + 15 = 222d8 + 5 ⇒ (4, 7) + 5 = 16
claw: 1d20 + 15 ⇒ (9) + 15 = 242d8 + 5 ⇒ (4, 7) + 5 = 16

He narrowly escapes the clutching grasp of the emerging

mohrg:
A thick tangle of discolored entrails clings to this lurching skeleton’s torso and winds upward to loll from its jaw like a clawed tongue.

At the same time a wave of negative energy washes over all of the party members causing them to become

Exhausted:
An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

DC 30 perception:
The water in the tunnel appears to be rising...


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 ⇒ (14) + 26 + 2 = 42

"Water's rising!"

Ecb : 1d20 + 27 + 2 - 3 ⇒ (16) + 27 + 2 - 3 = 42
Confirm : 1d20 + 27 + 4 + 2 - 3 ⇒ (10) + 27 + 4 + 2 - 3 = 40
Dam: 2d10 + 42 - 6 ⇒ (9, 5) + 42 - 6 = 50

Ecb : 1d20 + 22 + 2 - 3 ⇒ (4) + 22 + 2 - 3 = 25
Dam: 1d10 + 21 - 3 ⇒ (7) + 21 - 3 = 25

Ecb: 1d20 + 17 + 2 - 3 ⇒ (9) + 17 + 2 - 3 = 25
Dam: 1d10 + 21 - 3 ⇒ (6) + 21 - 3 = 24


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

traverse: 1d20 ⇒ 12


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 5 Optimistic Gambler: 1d4 + 1 ⇒ (3) + 1 = 4

attack with falchion
pwrattk&arcnstrk: 1d20 + 28 ⇒ (6) + 28 = 34
damage: 2d4 + 2d6 + 35 ⇒ (3, 1) + (6, 5) + 35 = 50

last attack
pwrattk&arcnstrk: 1d20 + 20 ⇒ (12) + 20 = 32
damage: 2d4 + 2d6 + 35 ⇒ (2, 1) + (2, 2) + 35 = 42


Balator and Uuranx combine to send the mohrg back to its final death; as they do, two more clamber out of the catacomb side walls attacking:

2d4 ⇒ (3, 1) = 4

On Balator
claw: 1d20 + 15 ⇒ (3) + 15 = 182d8 + 5 ⇒ (5, 2) + 5 = 12
claw: 1d20 + 15 ⇒ (1) + 15 = 162d8 + 5 ⇒ (2, 8) + 5 = 15
On Randtam
claw: 1d20 + 15 ⇒ (16) + 15 = 312d8 + 5 ⇒ (2, 5) + 5 = 12
claw: 1d20 + 15 ⇒ (11) + 15 = 262d8 + 5 ⇒ (6, 6) + 5 = 17

DC25 perception Randtam:
In the midst of the melee your magical invisible seeing eyes catch sight of a massive wolf-man form towards the door at the end of the hallway. An evil looking rune glows red-orange on its chest. It casts a spell!

A bolt of lightning arcs down the hallway striking at Balator REF 22: 13d6 ⇒ (5, 2, 4, 1, 1, 5, 1, 4, 6, 4, 1, 4, 3) = 41. After striking at Balator it arcs out towards the other three party members REF 20: 13d6 ⇒ (3, 4, 6, 3, 2, 2, 6, 1, 3, 2, 4, 5, 5) = 46.

Party action. Don't forget everyone is suffering from exhaustion.


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

attack the one on randtam pwrattk&arcnstrk: 1d20 + 28 ⇒ (17) + 28 = 45
confirm crit: 1d20 + 28 ⇒ (6) + 28 = 34

crit damage: 4d4 + 2d6 + 70 ⇒ (2, 1, 2, 1) + (3, 3) + 70 = 82

last attack pwrattk&arcnstrk: 1d20 + 20 ⇒ (20) + 20 = 40
crit damage: 4d4 + 2d6 + 70 ⇒ (2, 3, 1, 3) + (3, 3) + 70 = 85

reflex: 1d20 + 16 ⇒ (18) + 16 = 34


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

ref: 1d20 + 22 - 3 ⇒ (5) + 22 - 3 = 24

ecb: 1d20 + 27 + 2 - 3 ⇒ (15) + 27 + 2 - 3 = 41
confirm ecb: 1d20 + 27 + 4 + 2 - 3 ⇒ (10) + 27 + 4 + 2 - 3 = 40
dam: 2d10 + 42 - 6 ⇒ (1, 10) + 42 - 6 = 47

ecb: 1d20 + 22 + 2 - 3 ⇒ (16) + 22 + 2 - 3 = 37
confirm ecb: 1d20 + 22 + 4 + 2 - 3 ⇒ (14) + 22 + 4 + 2 - 3 = 39
dam: 2d10 + 42 - 6 ⇒ (4, 10) + 42 - 6 = 50

ecb: 1d20 + 27 + 2 - 3 ⇒ (6) + 27 + 2 - 3 = 32
dam: 1d10 + 21 - 3 ⇒ (2) + 21 - 3 = 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 has the eyes of Randtamra and should see the wolf man without a perception check.

perception: 1d20 + 17 ⇒ (13) + 17 = 30

Summon 5 kill them all.

Superior summoning water elemental: 1d3 + 1 ⇒ (1) + 1 = 2

Vortex water mess with the bad guys.


Randtam wrote:

Randtam has the eyes of Randtamra and should see the wolf man without a perception check.

[dice=perception]1d20 + 17

Summon 5 kill them all.

Superior summoning [dice=water elemental]1d3 + 1

Vortex water mess with the bad guys.

Randtam is engaged in melee and the wolfman is trying to be sneaky 40' away in a dark and crooked tunnel quickly filling with water.

You summon 2 elementals: Do they attack the wolfman or the mohrgs? If they attack the mohrgs the whirlwind attack would also effect the party.


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

Another waste of a spell.

Go after wolfman

slam: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d8 + 4 ⇒ (5) + 4 = 9

slam: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d8 + 4 ⇒ (3) + 4 = 7

reflex: 1d20 + 11 ⇒ (20) + 11 = 31


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

REF: 1d20 + 7 ⇒ (18) + 7 = 25
-23HP from lightning
-35HP after taking 1/2 of Randtam's damage. Don't forget Randtam you get +1AC +1saves from shield other.
-60HP with negative 5 levels

YOWCH!

What are your elementals attacking Randtam?

Benedict wades through the water and heads towards the door.

Drowning doesn't sound like a fun way to meet Pharasma...


Balator and Uuranx dispatch the additional mohrgs with nasty swings of their blades.

Elementals bash at something. Randtam sees that the something does not appear to get hit by them.

Randtam sees the wolfman point a savage claw directly at him and sees a glowing, pea-sized bead streak from a pointing digit as it blossoms into a massive exploding ball of fire fireball: 15d6 ⇒ (4, 6, 4, 3, 4, 6, 2, 4, 2, 3, 6, 4, 6, 6, 3) = 63 Everyone make a DC 19 REF save


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

reflex: 1d20 + 11 ⇒ (13) + 11 = 24

-83HP


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 ⇒ (20) + 22 = 42 no damage with evasion

Can Balator sense and attack the invisible guy?
perception: 1d20 + 26 + 2 ⇒ (16) + 26 + 2 = 44


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

reflex: 1d20 + 16 ⇒ (5) + 16 = 21

no damage with evasion,

follow Benedict to door


I'm assuming that Randtam would have shouted out about invisible wolfman although that wasn't posted.

The party makes it to the door as the waters continue to rise. You think you have just a few more moments before the catacombs are completely flooded. Randtam reports that the wolfman dimension doored away somewhere.

You remember that beyond the door you are going to open is the demon and the deep pools of nasty water and that there was a door in the SE wall that you did not open.

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

perception: 1d20 + 26 + 2 ⇒ (5) + 26 + 2 = 33

Head to the SE door keeping an eye out for threats.


Anyone else?

Randtam-we need to figure out your exact HP and how much to put on Benedict's ledger.


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

Head to the SE door with alacrity and open it up.


on: 1d4 ⇒ 3

The demon peeks out of the filthy waters and throws a huge glob of sticky slime at Randtam hoping to entagle him in the goo.

glob: 1d20 + 20 ⇒ (1) + 20 = 21

And misses badly.

The party makes it through the door into an area where dirty rugs and torn pillows cover the floor of this natural cavern, and a thick, heavy fog pervades the air, glowing with the faint flicker of candlelight and carrying with it an unusual stench of moldering chrysanthemums. Everywhere stare the mortared skulls of the dead.

A group of six Renchruch monks stands ready to drive you back!

Initiative:
party: 1d20 ⇒ 11
foe: 1d20 ⇒ 9

Party action

Randtam DC 25 perception:
The wolfman is lurking in the back of the room preparing to cast another spell!


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

attack monks

pwrattk&arcnstrk: 1d20 + 23 ⇒ (18) + 23 = 41
confirm crit: 1d20 + 23 ⇒ (4) + 23 = 27
reg damage: 2d4 + 2d6 + 30 ⇒ (4, 3) + (1, 1) + 30 = 39
+ crit damage: 2d4 + 30 ⇒ (1, 3) + 30 = 34

last attack pwrattk&arcnstrk: 1d20 + 16 ⇒ (2) + 16 = 18
damage: 2d4 + 2d6 + 30 ⇒ (4, 1) + (6, 2) + 30 = 43


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

perception: 1d20 + 17 ⇒ (20) + 17 = 37

There is an invisible wolfman who casts spells and will lllikely kill us. My water elementals were useless..


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 is trying. But here he is struggling. Summon a brontosaurus? He is useless.

Magic Missile yes.
Blown out all evocation.

MMdamage: 5d4 + 5 ⇒ (1, 4, 3, 1, 4) + 5 = 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

Attack monks.

ecb: 1d20 + 27 + 2 - 3 ⇒ (13) + 27 + 2 - 3 = 39
Dam: 1d10 + 21 - 3 ⇒ (7) + 21 - 3 = 25

ecb: 1d20 + 27 + 2 - 3 ⇒ (9) + 27 + 2 - 3 = 35
Dam: 1d10 + 21 - 3 ⇒ (1) + 21 - 3 = 19

ecb: 1d20 + 27 + 2 - 3 ⇒ (20) + 27 + 2 - 3 = 46
Dam: 2d10 + 42 - 6 ⇒ (2, 5) + 42 - 6 = 43

Still exhausted right?
Is the ECB powering up?


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

Spellcaster again? Ungh....

Benedict casts spell resistance SR24 for 12 minutes.


Yes, everyone is still exhausted. St. Vesbias tells you that you have not yet slain any undead powerful enough to give him more power.

Balator and Uuranx each slice down a monk bringing the visible foe count to 4 one of which is damaged by Randtam's magic missiles.

Monks on Balator:

fist of fury: 1d20 + 10 ⇒ (11) + 10 = 211d10 + 3 ⇒ (3) + 3 = 6
fist of fury: 1d20 + 10 ⇒ (19) + 10 = 291d10 + 3 ⇒ (9) + 3 = 12
fist of fury: 1d20 + 10 ⇒ (18) + 10 = 281d10 + 3 ⇒ (3) + 3 = 6
fist of fury: 1d20 + 5 ⇒ (2) + 5 = 71d10 + 3 ⇒ (4) + 3 = 7
fist of fury: 1d20 + 5 ⇒ (3) + 5 = 81d10 + 3 ⇒ (7) + 3 = 10

fist of fury: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 181d10 + 3 ⇒ (8) + 3 = 11
fist of fury: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 311d10 + 3 ⇒ (4) + 3 = 7
fist of fury: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 291d10 + 3 ⇒ (10) + 3 = 13
fist of fury: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 231d10 + 3 ⇒ (9) + 3 = 12
fist of fury: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 91d10 + 3 ⇒ (9) + 3 = 12

Monks on Uuranx:

fist of fury: 1d20 + 10 ⇒ (1) + 10 = 111d10 + 3 ⇒ (8) + 3 = 11
fist of fury: 1d20 + 10 ⇒ (20) + 10 = 302d10 + 6 ⇒ (6, 8) + 6 = 20
fist of fury: 1d20 + 10 ⇒ (6) + 10 = 161d10 + 3 ⇒ (5) + 3 = 8
fist of fury: 1d20 + 5 ⇒ (6) + 5 = 111d10 + 3 ⇒ (5) + 3 = 8
fist of fury: 1d20 + 5 ⇒ (16) + 5 = 211d10 + 3 ⇒ (8) + 3 = 11

fist of fury: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 181d10 + 3 ⇒ (1) + 3 = 4
fist of fury: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 211d10 + 3 ⇒ (7) + 3 = 10
fist of fury: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 311d10 + 3 ⇒ (6) + 3 = 9
fist of fury: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 81d10 + 3 ⇒ (4) + 3 = 7
fist of fury: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 131d10 + 3 ⇒ (5) + 3 = 8

Another ball of fire washes over the party courtesy of the invisible worfman DC 19 REF

fireball: 10d6 ⇒ (1, 4, 4, 3, 1, 6, 3, 5, 1, 3) = 31

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

reflex: 1d20 + 16 ⇒ (4) + 16 = 20

on monk pwrattk&arcnstrk: 1d20 + 23 ⇒ (9) + 23 = 32
damage: 2d4 + 2d6 + 30 ⇒ (2, 1) + (4, 4) + 30 = 41

last attack pwrattk&arcnstrk: 1d20 + 16 ⇒ (16) + 16 = 32
confirm crit: 1d20 + 16 ⇒ (3) + 16 = 19
reg damage: 2d4 + 2d6 + 30 ⇒ (1, 4) + (5, 4) + 30 = 44 + crit damage: 2d4 + 30 ⇒ (4, 4) + 30 = 38

-87 hp
68 ironskin left


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

Wouldn't monks need to save v fireball too?

Ref: 1d20 + 22 + 2 - 3 ⇒ (2) + 22 + 2 - 3 = 23

ecb: 1d20 + 27 + 2 - 3 ⇒ (1) + 27 + 2 - 3 = 27

ecb: 1d20 + 27 + 2 - 3 ⇒ (11) + 27 + 2 - 3 = 37
Dam: 1d10 + 21 - 3 ⇒ (1) + 21 - 3 = 19

ecb: 1d20 + 27 + 2 - 3 ⇒ (13) + 27 + 2 - 3 = 39
ecb: 1d10 + 21 - 3 ⇒ (6) + 21 - 3 = 24


The flames appear to wash harmlessly over the monks.


~Quinray bump~


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

I think you mean Randtam.

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