Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

"Randtam any of those magic items we found help out now? Should I fall back and use the bow with the magic arrows?"

attack: 1d20 + 6 ⇒ (12) + 6 = 18
dam: 1d3 + 3 ⇒ (1) + 3 = 4

attack: 1d20 + 6 ⇒ (10) + 6 = 16
dam: 1d3 + 2 ⇒ (2) + 2 = 4


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 wrote:
Carrion Crown CAW wrote:
Randtam wrote:

Viper bites a Skelton. Smite evil and poison

[dice=bite]1d20 + 5

[dice=damage]1d2 + 1

Smite evil? It's a paladin viper?
Celestial template, that is why I chose celestial as a language. Only 1/day on only one foe. That is where the + 1 damage came from.

"If you are neutral, you may choose which template to apply to the creature."

Not sure it has anything to do with the languages you speak? Also, not sure on where you get the 1/day on one foe or +1 damage. Also-also, your duration for conjuring is 2 rounds?

Chose celestial so I can actually speak with the creature.

Got 1/day etc. from the summon mon spell clicking on viper. It gives the descriptor for smite evil there for the viper.

Spell last 3 rounds. Two levels plus summoners charm which goes with the school choice. Add number of rounds equal to half my level. 2+1=3


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
Vraxel wrote:

"Randtam any of those magic items we found help out now? Should I fall back and use the bow with the magic arrows?"

attack: 1d20 + 6d6d1d3 + 3d1d20 + 6d6d1d3 + 2d1d20 + 9 ⇒ (1) + (2, 1, 3, 2, 2, 1, 2, 2, 3, 2, 2, 3, 2) + (12, 3, 12) + (2, 1, 3, 1, 2, 1, 1, 3, 1, 1, 3, 1, 1, 1, 3, 1) + (8, 16) + 9 = 114

Hopefully I know and GM can give me that info.


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:
Vraxel wrote:

"Randtam any of those magic items we found help out now? Should I fall back and use the bow with the magic arrows?"

[dice=attack]1d20 +6
[dice=dam]1d3 +3

[dice=attack]1d20 +6
[dice=dam]1d3 +2

[dice=arcana check]1d20 + 9

Hopefully I know and GM can give me that info.

What just happened?


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

Do not know what just occurred here!

arcana check: 1d20 + 9 ⇒ (19) + 9 = 28

acid dart: 1d20 + 1 ⇒ (10) + 1 = 11

damage: 1d6 + 1 ⇒ (3) + 1 = 4

bite: 1d20 + 5 ⇒ (2) + 5 = 7

damage: 1d2 + 1 ⇒ (2) + 1 = 3


Randtam:
You know the four haunt siphons are for use against haunts (spiritual manifestations like ghosts and the like) and not very effective against corpreal creatures. You also know the best way to deal with skeletons is to smash them with blunt objects. Slashing and piercing weapons are far less effective (unless you happen to shatter one like Uuranx).


Vraxel's blades land on but have no effect on his skeletal foe.

Randtam's acid dart again flies wide, and his celestial ally misses on its strike as well.

The seven remaining skeletons:

Scratch!: 1d20 + 2 ⇒ (3) + 2 = 5
Claw!: 1d20 + 2 ⇒ (11) + 2 = 13
Scratch!: 1d20 + 2 ⇒ (2) + 2 = 4
Claw!: 1d20 + 2 ⇒ (20) + 2 = 22
Scratch!: 1d20 + 2 ⇒ (15) + 2 = 17
Claw!: 1d20 + 2 ⇒ (14) + 2 = 16
Scratch!: 1d20 + 2 ⇒ (19) + 2 = 21
Claw!: 1d20 + 2 ⇒ (9) + 2 = 11
Scratch!: 1d20 + 2 ⇒ (16) + 2 = 18
Claw!: 1d20 + 2 ⇒ (19) + 2 = 21
Scratch!: 1d20 + 2 ⇒ (5) + 2 = 7
Claw!: 1d20 + 2 ⇒ (7) + 2 = 9
Scratch!: 1d20 + 2 ⇒ (20) + 2 = 22
Claw!: 1d20 + 2 ⇒ (15) + 2 = 17
Scratch!: 1d20 + 2 ⇒ (1) + 2 = 3
Claw!: 1d20 + 2 ⇒ (6) + 2 = 8

1d4 ⇒ 11d4 ⇒ 21d4 ⇒ 21d4 ⇒ 41d4 ⇒ 11d4 ⇒ 31d4 ⇒ 31d4 ⇒ 4

Their attacks are much more effective as the bones really begin to smoke. You can see sparks and ash beginning to come off the bones.

Alamin takes 2d4 ⇒ (2, 1) = 3
Randtam takes 2d4 ⇒ (2, 2) = 4
Uuranx takes 2d4 ⇒ (2, 1) = 3
Vraxel takes 2d4 ⇒ (1, 1) = 2

Uuranx again destroys a foe with a mighty sweep of his axe. The skeleton explodes for BOOM!: 1d6 ⇒ 6 points of damage DC 11 reflex for half.

Alamin channels once more and the skeletons attempt to resist:
Resist!: 1d20 + 1 ⇒ (15) + 1 = 16
Resist!: 1d20 + 1 ⇒ (14) + 1 = 15
Resist!: 1d20 + 1 ⇒ (11) + 1 = 12
Resist!: 1d20 + 1 ⇒ (9) + 1 = 10
Resist!: 1d20 + 1 ⇒ (14) + 1 = 15
Resist!: 1d20 + 1 ⇒ (8) + 1 = 9
Resist!: 1d20 + 1 ⇒ (12) + 1 = 13

Three more skeletons explode from the holy power of Sarenrae causing BOOM!: 3d6 ⇒ (1, 2, 2) = 5 worth of damage; DC 11 reflex for half.


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

The power of Sarenrae compells you!

channel burst: 1d6 ⇒ 3

Reflex save: 1d20 ⇒ 3
Reflex save: 1d20 ⇒ 1
Reflex save: 1d20 ⇒ 19
Reflex save: 1d20 ⇒ 3

Ahhhhhh!


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

To group yelling in a loud voice use blunt objects! they are far more effective against the skeletons! unless you are as powerful as Uuranx. My siphons are not useful here.


Four heavily weakened skeletons remain!


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

GM are you sure we are all within range of these exploding skeletons?

reflex: 1d20 + 1 ⇒ (9) + 1 = 10

Down to 4 hp.


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

save: 1d20 + 9 ⇒ (14) + 9 = 23
save: 1d20 + 9 ⇒ (3) + 9 = 12
save: 1d20 + 9 ⇒ (16) + 9 = 25
save: 1d20 + 9 ⇒ (16) + 9 = 25

attack: 1d20 + 7 ⇒ (7) + 7 = 14
dam: 1d3 + 3 ⇒ (3) + 3 = 6

attack: 1d20 + 7 ⇒ (12) + 7 = 19
dam: 1d3 + 2 ⇒ (3) + 2 = 5


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 move back as fast as I can. I am of no use up here. Not sure how I ended up on the frontline. I am dead with one more explosion that apparently cover the entire courtyard. I retreat.


Randtam wrote:

GM are you sure we are all within range of these exploding skeletons?

[dice=reflex]1d20 + 1

Down to 4 hp.

Yes I'm sure. The evil in this place amplifies the power of many of its inhabitants. If you think this is bad, wait until they start burning!


Randtam wrote:
I move back as fast as I can. I am of no use up here. Not sure how I ended up on the frontline. I am dead with one more explosion that apparently cover the entire courtyard. I retreat.

With 2-1 odds there is no real frontline and no one indicated that they were walling up to block the skeleton's access to you (unlike during the centipede encounter).


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

Don't go to far Randtam. I will heal-channel next to give us a chance to recover from these explosions. Stay behind me!


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 did not see the burning part for four points. I am down at zero. How far did I get away before the shrapnel pierced my back? Or before that? No save for the burn?


Randtam wrote:
I did not see the burning part for four points. I am down at zero. How far did I get away before the shrapnel pierced my back? Or before that? No save for the burn?

That was the claws, not a burn. The ash and sparks was a descriptive statement.

At 0 HP you can still act:

A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character's hit points, he is now in negative hit points and dying.


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

Randtam, try throwing a flask of holy water on them! Maybe it'll douse the flames and do damage!

reflex: 4d20 + 3 ⇒ (19, 18, 9, 2) + 3 = 51

greataxe: 1d20 + 6 ⇒ (19) + 6 = 25

damage: 1d12 + 6 ⇒ (12) + 6 = 18

swift action LOH layonhands: 1d6 ⇒ 5


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:

Randtam, try throwing a flask of holy water on them! Maybe it'll douse the flames and do damage!

[dice=reflex]4d20 + 3

[dice=greataxe]1d20 + 6

[dice=damage]1d12 + 6

swift action LOH [dice=layonhands]1d6

nice reflex. Wish I had that ability. Wish I had some holy water (do I have some?) I am at zero hp do I have Holy Water? ..

Who is in charge of items here? If I have Holy Water wish I knew/wrote it down somehow.. Sorry


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 were 6 flasks in the items we had...


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 you do not have holy water with you? It works like acid on these #%}}#s.


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 know I have the planchette and siphons. That is what I have been studying. Acid Dart most likely as good as a flask of holy water for me.


Randtam wrote:
I know I have the planchette and siphons. That is what I have been studying. Acid Dart most likely as good as a flask of holy water for me.

Looking back at the posts, it appears that the CLW pots were split up and Randtam held on to the rest.


Vraxel again slices at his foe, knicking a small section of bone out but no other apparent damage is dealt.

Randtam strategically positions Alamin between himself and the remaining skeletons.

Digit: 1d20 + 2 ⇒ (8) + 2 = 10
Knuckle: 1d20 + 2 ⇒ (18) + 2 = 20
Digit: 1d20 + 2 ⇒ (16) + 2 = 18
Knuckle: 1d20 + 2 ⇒ (5) + 2 = 7
Digit: 1d20 + 2 ⇒ (8) + 2 = 10
Knuckle: 1d20 + 2 ⇒ (8) + 2 = 10
Digit: 1d20 + 2 ⇒ (13) + 2 = 15
Knuckle: 1d20 + 2 ⇒ (1) + 2 = 3

1d3 ⇒ 11d3 ⇒ 1

Alamin gets hit twice trying to prevent the skeletons from reaching Randtam. RIP!: 2d4 ⇒ (3, 4) = 7 Unnngh! Blessed sun!

Uuranx's axe demolishes another one and it detonates for WHOOMP!: 1d6 ⇒ 3 points; DC 11 reflex for half (Randtam is shielded by Alamin).

Just as Alamin channels for healing goodness: 1d6 ⇒ 5.

Alamin reflex: 1d20 ⇒ 8

Caught between the two skeletons and the explosion of a third, Alamin collapses to the ground in a singed and bloody heap.

Next round. Three skeletons left.


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 wrote:
I know I have the planchette and siphons. That is what I have been studying. Acid Dart most likely as good as a flask of holy water for me.
Looking back at the posts, it appears that the CLW pots were split up and Randtam held on to the rest.

So what do I have? I guess I need to write/type character page things down. Otherwise, I am not going to remember all of this. Sorry guys.

Who wants a holy water?


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

Throw Holy Water on the one who hurt Alamin

blessed water: 1d20 + 1 ⇒ (4) + 1 = 5

Stand in front of Alamin....


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 leap in front of Alamin and brush Randtam to the back, "bind her wounds and toss holy water"

I swing greataxe: 1d20 + 6 ⇒ (20) + 6 = 26

critdamage: 3d12 + 18 ⇒ (12, 6, 7) + 18 = 43...how about some bones smashing into the following skeleton, for a few extra points...hmm, hmmm, hmmmmm...Ionadae definitely approves, "For victory, for the heart!!!"


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

Save: 1d20 + 9 ⇒ (6) + 9 = 15

attack: 1d20 + 6 ⇒ (9) + 6 = 15
dam: 1d3 + 3 ⇒ (2) + 3 = 5

attack: 1d20 + 6 ⇒ (9) + 6 = 15
dam: 1d3 + 2 ⇒ (1) + 2 = 3


Vraxel's attacks are thwarted by the bone's resistance.

Rantam lobs a vial of holy water that sails wide of the mark.

The remaining skeletons come on, relentless!

skeletal shank: 1d20 + 2 ⇒ (14) + 2 = 16
skeletal nub: 1d20 + 2 ⇒ (10) + 2 = 12
skeletal shank: 1d20 + 2 ⇒ (9) + 2 = 11
skeletal nub: 1d20 + 2 ⇒ (8) + 2 = 10
skeletal shank: 1d20 + 2 ⇒ (14) + 2 = 16
skeletal nub: 1d20 + 2 ⇒ (17) + 2 = 19

1d2 ⇒ 11d2 ⇒ 11d2 ⇒ 1

Uuranx is clawed for 3d4 ⇒ (1, 1, 1) = 3

Uuranx gently shoves Randtam behind him and stands over Alamin's fallen form Bind her wounds and toss holy water! He then addresses his foes with a great shout FOR VICTORY, FOR THE HEART! The swing and impact that follows this battle cry is so tremendous that it causes the skeleton to implode PIFFF! in a harmless cloud of smoke.

2 skeletons left.


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

acid dart: 1d20 + 1 ⇒ (12) + 1 = 13

damage: 1d6 + 1 ⇒ (3) + 1 = 4

Administer cure light wounds pot.


Randtam wrote:

[dice=acid dart]1d20 + 1

[dice=damage]1d6+ 1

Administer cure light wounds pot.

One or the other boss, can't do both.


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

Pour POT in Alamin..make sure she survives.

On my knees I fly an acid dart.

Choose the dart


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

I can administer the CLW potion to Alamin since I can't do enough damage to get past the DR anyways.

clw: 1d8 + 1 ⇒ (8) + 1 = 9


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

"Back to the earth where you belong, bones"

greataxe: 1d20 + 6 ⇒ (2) + 6 = 8

looks like I fight better in silence...


Vraxel steps back from the fray to pour a CLW pot down Alamin's throat, Thank you my friend. she mutters weakly.

Randtam drills a skeleton with his acid dart and FOOOM! it explodes for 1d6 ⇒ 1 points.

Join me!: 1d20 + 2 ⇒ (16) + 2 = 18
Join me!: 1d20 + 2 ⇒ (8) + 2 = 10

The last of the skeletons scratches Uuranx for 1d4 ⇒ 3 points of damage.

Crying Back to the earth where you belong, bones! the two-legged juggernaught of undeath-death finally errs on a blow, swinging low.

From her prone position, Alamin once again unleashes the healing of Sarenrae for sun healing: 1d6 ⇒ 1

The remaining skeleton suddenly immolates, its burning bones menacing the staggered party members. You know that hand to hand will now hurt whether you hit or not.

Last round...?


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 strike

greataxe: 1d20 + 6 ⇒ (7) + 6 = 13

damage: 1d12 + 6 ⇒ (2) + 6 = 8


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

Cast 0 level spell Drench on the skeleton!


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

attack: 1d20 + 8 ⇒ (10) + 8 = 18
dam: 1d3 + 3 ⇒ (2) + 3 = 5


Randtam wrote:
Cast 0 level spell Drench on the skeleton!

Genius idea!

Love to see that spell list filled out with that memorized...


Vraxel again slashes in vain at the foe.

Randtam causes a small deluge to douse the flames from the skeleton.

scratch: 1d20 + 2 ⇒ (14) + 2 = 16
claw: 1d20 + 2 ⇒ (14) + 2 = 16

1d2 ⇒ 21d2 ⇒ 2

Vraxel nimbly ducks aside a pair of slashing skeleton claws.

Uuranx finds his proper swing and crushes through the skeleton. It explodes BWAAAP!: 1d6 ⇒ 4 as Alamin once again surges Sarenrae's healing goodness: 1d6 ⇒ 4.

***end of combat***


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 for half: 1d20 + 1 ⇒ (9) + 1 = 10


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 wrote:
Cast 0 level spell Drench on the skeleton!

Genius idea!

Love to see that spell list filled out with that memorized...

All zero level spells are memorized.


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 + 4 ⇒ (6) + 4 = 10


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

BTW what items am I carrying? Holy water, CLW pots, and what else? I will list them on my online character sheet.


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

save: 1d20 + 9 ⇒ (2) + 9 = 11


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

reflex save: 1d20 ⇒ 15

How hurt is everyone? I still have healing to give this day.


Randtam wrote:
Carrion Crown CAW wrote:
Randtam wrote:
Cast 0 level spell Drench on the skeleton!

Genius idea!

Love to see that spell list filled out with that memorized...

All zero level spells are memorized.

All 0 level spells are known. You can only memorize 4/day at 2nd level.


Randtam wrote:
BTW what items am I carrying? Holy water, CLW pots, and what else? I will list them on my online character sheet.

Below was the haul from the centipede crypt:

a dozen silver arrows, four sunrods, six flasks of holy water, 10 +1 arrows, five +1 ghost touch arrows, two +1 undead bane arrows, five potions of cure light wounds, two potions of lesser restoration, a scroll of detect undead, two scrolls of hide from undead, a scroll of protection from evil


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 believe I am at 10/17 HP.

Is everyone sure I am carrying all of this? Do not think I can use those scrolls and definitely the arrows are useless to me. After using a cure light potion now we all have one. We each can carry a sunrod. Five flasks of holy water held by me? I can carry the potions of lesser restoration if necessary.

Let me know so I can put in on my character sheet.

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