Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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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, can you help Uuranx with one of your spells? "

Search the area for anything of use.

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


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

I do not have anything. We could teleport and bring back Benedicts items to the church. Of Pharasma. Maybe they could help us.


Blator finds 14,000 GP worth of platinum and gems used for making phylacteries.


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 does all his eyes of Randtamra.
perception: 1d20 + 17 ⇒ (5) + 17 = 22


Nothing valuable but an astounding amount of platinum and gems.

There are several broken magic items, but they are well past any chance of repair.


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

Gather the loot.

"I guess we should get out of here and find a cure for Uuranx."


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 saying we continue and hope to find a cure here, or do we teleport out? Which is your choice?


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

"teleport"


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

Teleport eveyone out including Benedict if I can.


You gather up Benedict's 'remains' and Uuranx stoney form.

Where do you teleport to and what do you do next?


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, we could try the temple of Pharasma, we need to return Benedict's items and they may be willing to resurrect Benedict or help with Uuranx. Or we could try Iomedae's temple."


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

Temple of Pharasma it is.


The Pharasmites are saddened to see that both the party failed in its quest and that Benedict met an untimely end. They appreciate your return of his shattered remains and effects and for a mere 1,500 GP will transform Uuranx back to flesh.


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

Pay the gold.


Uuranx returns to the land of not stone.

What now?


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

"Thanks", pay the 1500 to Balator. "I say we look for a healer and go back in."


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

"Sounds like a plan."


What does the party do next?


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

Visit Luvick, the order, temples of Pharasma, Saranrae, and Iomadae.

We need to find another party member, alhtough we might find it tough as our divine assistance seems to die off.


You are about to give up hope as you make your way to the temple of Iomadae, when Desna smiles upon you. A warpirest from Lastwall was on his way back to Vigil after completing a quest amongst the barbarians of Numeria. Hearing of your plight and urgent need he decided to delay his return home to try and help you.


AC-29; HP-197; INIT+4; PERCEPTION +22
Melee:
+5 Pickaxe +24/19 (9/4BAB/8STR/5weapon/2feats) 1d10+21 (12STR/5weapon/4feats)/19-20/x4) Power Attack +5 Pickaxe +24/17 (9/4BAB/8STR/5weapon/2feats/-2PA/furious focus) 1d10+27 (12STR/5weapon/4feats/6PA)/19-20/x4)
Saves:
+20FORT; +9REF; +19WILL; +5 vs spells & spell-like abilities; +3 vs poison

Won't have much use for walls against the orc's if the old dead king rises back up. Suppose we should be about it then. The time to strike the metal is while it's still hot as they say.


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

I say teleport back, but we can travel by conventional means.

"Welcome Tarek, thank you for the help in this hour of need."


AC-29; HP-197; INIT+4; PERCEPTION +22
Melee:
+5 Pickaxe +24/19 (9/4BAB/8STR/5weapon/2feats) 1d10+21 (12STR/5weapon/4feats)/19-20/x4) Power Attack +5 Pickaxe +24/17 (9/4BAB/8STR/5weapon/2feats/-2PA/furious focus) 1d10+27 (12STR/5weapon/4feats/6PA)/19-20/x4)
Saves:
+20FORT; +9REF; +19WILL; +5 vs spells & spell-like abilities; +3 vs poison

The burly dwarf laughs good naturedly-Oh it's my pleasure indeed! Travelling can be lonely work and not all of my fellows in Lastwall are as frolicksome as I would like like. Stalking the Holds of Belkzen for orc necks is fine sport but it becomes boring after a while. It will be good to destroy some undead and better still to prevent The Way from hatching its plans. I'm sure the Knights of Ozem will write a fine lyric or two about our deeds. That's assuming we win of course. I don't foresee any bands of wights playing a tune in our honor should we fail.

I'm not sure if I get a vote, but if so I cast it for teleporting. My legs are not quite as long as you lot and it doesn't seem fair to make me walk that far given my natural disadvantage.


Your move Randtam. You have the magical juice to decide what happens next.

If you rather, Tarek could use air walk to get the party there instead of teleport.


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 like that better, as Teleport is a better escape spell."


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

"Good idea, let's go finish the job."


~hand wave~

Unless Randtam says otherwise, Tarek uses communal air walk to take the party back to outskirts of Renchurch.


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

Assuming Randtam's silence is assent.

Make our way back into Renchurch. Casters feel free to cast spells before we go, Balator will wait.

perception: 1d20 + 26 ⇒ (5) + 26 = 31


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

Wait til we get there.


AC-29; HP-197; INIT+4; PERCEPTION +22
Melee:
+5 Pickaxe +24/19 (9/4BAB/8STR/5weapon/2feats) 1d10+21 (12STR/5weapon/4feats)/19-20/x4) Power Attack +5 Pickaxe +24/17 (9/4BAB/8STR/5weapon/2feats/-2PA/furious focus) 1d10+27 (12STR/5weapon/4feats/6PA)/19-20/x4)
Saves:
+20FORT; +9REF; +19WILL; +5 vs spells & spell-like abilities; +3 vs poison

Tarek casts Ironskin on himself. AC now 36.


Balator does not notice anything different about the Renchurch compound except for the deathly quiet.

The party advances down to the cathedral entrance. Still silence.

The party descends into the depths below the main structure. Still silence.

The party passes all the way to the alchemy room with no event. The next door to open leads to the room filled with watery pools previously occupied by a demon.

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

Cast on Balator- Prot. from Evil(+2ac/willsave),
Bear's Endurance(20hp, +2fort),
Heroism (+2attack/saves/skills),
Stoneskin (dr10/100pts.)

Cast on Uuranx- Prot.from Evil,
Shield (+4 ac),
Bear's Endurance,
Bull's Strength,
Mirror Image (images: 1d4 + 3 ⇒ (4) + 3 = 7),
Heroism,
Stoneskin


Layout refresher:

Beyond the door in front of you is the circular room filled with water pools that had a demon in it previously.

North of that room are the catacombs where you found the blade of St. Vesbias.

South took you to a room where you fought some monks and the wolfman (again).

From there you could have gone E, SE, or W.

You chose W and could have continued W or S and chose S.

You could have continued S or E into a room and chose E where 2 ghost necormancers were. You killed them but Uuranx was turned to stone.

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

“Thanks Uuranx!”

Go back to ghost necro area and go South.

perception: 1d20 + 26 + 2 ⇒ (2) + 26 + 2 = 30

Prot. from Evil(+2ac/willsave),
Bear's Endurance(20hp, +2fort),
Heroism (+2attack/saves/skills),
Stoneskin (dr10/100pts.)


The hallway turns E before continuing E or turning S.


~anyone 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

South.

perception: 1d20 + 26 + 2 ⇒ (12) + 26 + 2 = 40


Smoothly polished skulls yellowed with age gaze from countless small alcoves perforating the stone walls of this chamber from floor to ceiling. The collection contains specimens from many races, though all of the skulls are missing their jawbones, which lie on the lowest shelves beneath the skulls.

The room is 25'x60' long.

There appears to be an exit headed East at the South end of the room.

Balator's keen eyes find several strange glyphs that appear to be writing of some sort.

DC 35 linguistics or language Ancient Osiriani:
“To each hieroglyph first pass one left, to each hieroglyph second pass one right.”


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

"Interesting room, anyone know what these glyphs mean? Randtam?"


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

35...really

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

I cannot read these glyphs but I should know something right.

Sorry my fault I actually took a 20 on this.


After several minutes of hard study, Randtam is able to decipher the writing.


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

"What's it say Randtam?"


~detect magic~ Randtam reads the writing aloud for the rest of the party to hear-Not sure what it means exactly, but I don't think it has anything to do with our purpose here. There is some magic in the skulls but I'm not sure what it's for. If I had more time to study it I'm certain I could learn its nature.


AC-29; HP-197; INIT+4; PERCEPTION +22
Melee:
+5 Pickaxe +24/19 (9/4BAB/8STR/5weapon/2feats) 1d10+21 (12STR/5weapon/4feats)/19-20/x4) Power Attack +5 Pickaxe +24/17 (9/4BAB/8STR/5weapon/2feats/-2PA/furious focus) 1d10+27 (12STR/5weapon/4feats/6PA)/19-20/x4)
Saves:
+20FORT; +9REF; +19WILL; +5 vs spells & spell-like abilities; +3 vs poison

I agree with young Randtam here. I'm ready to crush skulls, but maybe we can find some others more worthy of my attention, eh?-Tarek grips his pick tightly and there is a look of hungry violence in his eyes.


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 have to pass the glyphs to get to the other side of the room?

"Uuranx do you think it means the first person need to pass the glyph on the left and the second person needs to pass it on the right, and so on?"


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 have no idea Balator," Uuranx scratches his head.


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

Cross room to exit headed east. Have party move by glyphs as described in my previous post, Balator will go first.


The party moves individually past the stacks of skulls and jawbones. You can't help but feel the gaze of the skulls' hollow sockets follow you as you pass by, but whether their thoughts are filled with weal or woe you cannot tell.

After assembling by the Eastern exit you follow it for about 40' before everyone of you can smell the stench of decaying and rotted corpses in the room ahead.

DC 35 perception:
You can faintly hear the muffled sound of 'something' chewing as if through bone, flesh, and sinew.


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 ⇒ (2) + 26 + 2 = 30

Move ahead to the smelly room.

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