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

Go to work on the closest skeleton with my light maces.
"Return to hell!"

mace1: 1d20 + 6 ⇒ (20) + 6 = 26
dam1: 1d4 + 2 ⇒ (1) + 2 = 3

mace2: 1d20 + 6 ⇒ (18) + 6 = 24
dam2: 1d4 + 1 ⇒ (1) + 1 = 2


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

confirmcrit: 1d20 + 6 ⇒ (8) + 6 = 14
dam1: 1d4 + 2 ⇒ (4) + 2 = 6


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 throw an acid dart.

acid dart: 1d20 + 1 ⇒ (20) + 1 = 21

damage: 1d6 + 1 ⇒ (3) + 1 = 4

crit dam: 1d6 + 1 ⇒ (5) + 1 = 6


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 + 7 ⇒ (3) + 7 = 10

init: 1d20 + 3 ⇒ (15) + 3 = 18


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

Arrgggghhhh!!! Whoreson of a pipe blower!!!

Swing with the flatside of the Greataxe

attack: 1d20 + 4 ⇒ (5) + 4 = 9

damage: 1d12 + 6 ⇒ (9) + 6 = 15


Randtam wrote:

Cast resistance upon myself...+ 1 saving throw

[dice=will]1d20 + 4 + 1

[dice=initiative]1d20 + 1

It didn't end up mattering, but this would have been a standard action and would have to be done on your round after the save is made, not prior. As the save will be required every round I need to know if you want to cast that spell or acid dart.


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

MW club: 1d20 + 2 ⇒ (18) + 2 = 20
Crunch: 1d6 + 1 ⇒ (2) + 1 = 3


Vraxel, Alamin, and Uuranx make a loose circle around Randtam, trying to keep the bones at bay. Vraxel smashes one of the skeletons to bits as a shaken Alamin deals some damage to another. Uuranx seems out of sorts and swings wide of his foe.

The remaining ten skeletons swarm!

skeleton claw: 1d20 + 2 ⇒ (1) + 2 = 3
skeleton claw: 1d20 + 2 ⇒ (18) + 2 = 20
skeleton claw: 1d20 + 2 ⇒ (16) + 2 = 18
skeleton claw: 1d20 + 2 ⇒ (13) + 2 = 15
skeleton claw: 1d20 + 2 ⇒ (19) + 2 = 21
skeleton claw: 1d20 + 2 ⇒ (2) + 2 = 4
skeleton claw: 1d20 + 2 ⇒ (4) + 2 = 6
skeleton claw: 1d20 + 2 ⇒ (7) + 2 = 9
skeleton claw: 1d20 + 2 ⇒ (18) + 2 = 20
skeleton claw: 1d20 + 2 ⇒ (12) + 2 = 14
skeleton claw: 1d20 + 2 ⇒ (16) + 2 = 18
skeleton claw: 1d20 + 2 ⇒ (14) + 2 = 16
skeleton claw: 1d20 + 2 ⇒ (18) + 2 = 20
skeleton claw: 1d20 + 2 ⇒ (11) + 2 = 13
skeleton claw: 1d20 + 2 ⇒ (2) + 2 = 4
skeleton claw: 1d20 + 2 ⇒ (11) + 2 = 13
skeleton claw: 1d20 + 2 ⇒ (10) + 2 = 12
skeleton claw: 1d20 + 2 ⇒ (3) + 2 = 5
skeleton claw: 1d20 + 2 ⇒ (4) + 2 = 6
skeleton claw: 1d20 + 2 ⇒ (20) + 2 = 22

PC: 1d3 ⇒ 1
PC: 1d3 ⇒ 2
PC: 1d3 ⇒ 3
PC: 1d3 ⇒ 1
PC: 1d3 ⇒ 1
PC: 1d3 ⇒ 1
PC: 1d3 ⇒ 2
PC: 1d3 ⇒ 1

shredding Alamin: 4d4 ⇒ (2, 4, 3, 1) = 10points of damage
shredding Uuranx: 2d4 ⇒ (4, 2) = 6points of damage
shredding Vraxel: 1d4 ⇒ 3points of damage

The Piper plays on!

His spirit begins to manifest...

http://cdn.obsidianportal.com/assets/86566/Piper.jpg


Everyone that hasn't failed make another DC 14 Will save and 1d4 ⇒ 4 Vraxel make an additional DC 14 Will save.

Next round.


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

Get ready to syphon the piper Randtam!

will: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
will: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
*extra +2 is vs fear, if not fear effect then don't count +2

mace1: 1d20 + 6 ⇒ (18) + 6 = 24
dam1: 1d4 + 2 ⇒ (2) + 2 = 4

mace2: 1d20 + 6 ⇒ (4) + 6 = 10
dam2: 1d4 + 1 ⇒ (4) + 1 = 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

attack: 1d20 + 4 ⇒ (16) + 4 = 20

damage: 1d10 + 6 ⇒ (5) + 6 = 11


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 Did my acid dart hit? I rolled a critical and had iniative.

I ready the siphon. If I know it will work with the Piper partly manifested I shall open it now.

will: 1d20 + 4 ⇒ (18) + 4 = 22


Randtam wrote:

GM Did my acid dart hit? I rolled a critical and had iniative.

I ready the siphon. If I know it will work with the Piper partly manifested I shall open it now.

See my note above on needing clarity of whether you were going to cast resistance or acid dart. I'll assume based on your most recent will roll that you went with acid dart. Also, acid dart is not critical eligible. Lastly, your dart destroys the skeleton in question 1d10 ⇒ 10 reducing Alamin's received damage by 1 point.

You believe the siphon will affect the Piper in his current state.


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

MW club: 1d20 + 2 ⇒ (7) + 2 = 9


I'll await Randtam's action before posting the round.


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

Open siphon.


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
Carrion Crown CAW wrote:
Randtam wrote:

GM Did my acid dart hit? I rolled a critical and had iniative.

I ready the siphon. If I know it will work with the Piper partly manifested I shall open it now.

See my note above on needing clarity of whether you were going to cast resistance or acid dart. I'll assume based on your most recent will roll that you went with acid dart. Also, acid dart is not critical eligible. Lastly, your dart destroys the skeleton in question [dice=]1d10 reducing Alamin's received damage by 1 point.

You believe the siphon will affect the Piper in his current state.

Acid Dart Crit? Acid dart seems to be similar to a ranged touch attack spell which is crit eligible. Food for thought.

CRB p. 184: Spells and Critical Hits: A spell that requires an attack
roll can score a critical hit. A spell attack that requires
no attack roll cannot score a critical hit. If a spell causes
ability damage or drain (see Appendix 1), the damage or
drain is doubled on a critical hit.


Vraxel wrote:
Carrion Crown CAW wrote:
Randtam wrote:

GM Did my acid dart hit? I rolled a critical and had iniative.

I ready the siphon. If I know it will work with the Piper partly manifested I shall open it now.

See my note above on needing clarity of whether you were going to cast resistance or acid dart. I'll assume based on your most recent will roll that you went with acid dart. Also, acid dart is not critical eligible. Lastly, your dart destroys the skeleton in question [dice=]1d10 reducing Alamin's received damage by 1 point.

You believe the siphon will affect the Piper in his current state.

Acid Dart Crit? Acid dart seems to be similar to a ranged touch attack spell which is crit eligible. Food for thought.

CRB p. 184: Spells and Critical Hits: A spell that requires an attack
roll can score a critical hit. A spell attack that requires
no attack roll cannot score a critical hit. If a spell causes
ability damage or drain (see Appendix 1), the damage or
drain is doubled on a critical hit.

Good look up! The skeleton in question is REALLY destroyed now! :)


Uuranx's might axe obliterates a skeleton, turning it into bone fragments as Alamin bats about ineffectually with her club. Vraxel's form suddenly stiffens with rigor, unable to move, as he is magically held by the power of the Piper's pipes. From within the cover of the other three, Randtam once more uncaps a spirit siphon unleashing it positive energy on the Piper for 3d6 ⇒ (2, 2, 3) = 7 points of damage. The sound of the pipes grows a little more shrill and the menacing gaze of the Piper focuses in on Randtam as a small swarm of stirges flies to the attack!

stirge strike: 1d20 + 7 ⇒ (18) + 7 = 25
stirge strike: 1d20 + 7 ⇒ (10) + 7 = 17
stirge strike: 1d20 + 7 ⇒ (13) + 7 = 20

All three stirges attach to Randtam and begin to pump blood from the host; Randtam takes 3 point of CON damage!

The skeltal host continues its assualt on the other PCs:

skeletal claw: 1d20 + 2 ⇒ (6) + 2 = 8
skeletal claw: 1d20 + 2 ⇒ (5) + 2 = 7
skeletal claw: 1d20 + 2 ⇒ (2) + 2 = 4
skeletal claw: 1d20 + 2 ⇒ (20) + 2 = 22
skeletal claw: 1d20 + 2 ⇒ (13) + 2 = 15
skeletal claw: 1d20 + 2 ⇒ (20) + 2 = 22
skeletal claw: 1d20 + 2 ⇒ (11) + 2 = 13
skeletal claw: 1d20 + 2 ⇒ (7) + 2 = 9

1d3 ⇒ 3
1d3 ⇒ 2
1d3 ⇒ 1

Alamin: 1d4 ⇒ 1points of damage
Uuranx: 1d4 ⇒ 1points of damage
Vraxel: 1d4 ⇒ 4points of damage

Vraxel is able to shake out of the effecdt holding him at the end of the round but must make still ANOTHER DC 14 Will save.

Randtam, please continue to roll DC 14 Will save for the next round.

Next round.

3 stirges attached and pumping blood from Randtam.
8 skeletons on the loose in the corridor attacking the PCs.
1 Piper of Illmarsh piping away.


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

skeletondoom: 1d20 + 4 ⇒ (11) + 4 = 15

damage: 1d10 + 6 ⇒ (4) + 6 = 10


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

will: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11

mace1: 1d20 + 6 ⇒ (13) + 6 = 19
dam1: 1d4 + 2 ⇒ (3) + 2 = 5

mace2: 1d20 + 6 ⇒ (8) + 6 = 14
dam2: 1d4 + 1 ⇒ (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

will: 1d20 + 4 ⇒ (8) + 4 = 12

Attempt to get stirges off of me the best I can.


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

MW club: 1d20 + 2 ⇒ (10) + 2 = 12

Uuranx's axe swings wide once more and Alamin's club is equally ineffective. Vraxel, however, resumes his whirl of maces shattering another skeleton into pieces. As he does blood momentarily begins to flow from dozens of tiny punctures along his arms and neck. Vraxel takes spiritual stirge effect: 1d6 ⇒ 1 points of damage from the blood loss.

Meanwhile, Randtam wrestles with the three Stirges siphoning off his life blood. Randtam grapple: 1d20 + 4 ⇒ (16) + 4 = 20 He is able to pull one free and throw it against the wall for 1d4 ⇒ 4 points of damage. The other two attached stirges bleed out another 2 points of CON damage (5 total so far).

The Piper's haunting melody now focuses on 1d3 ⇒ 2 Randtam. DC 14 Will save to avoid being held.

The skeletons fight on!

claw: 1d20 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 2 ⇒ (3) + 2 = 5
claw: 1d20 + 2 ⇒ (17) + 2 = 19
claw: 1d20 + 2 ⇒ (3) + 2 = 5
claw: 1d20 + 2 ⇒ (9) + 2 = 11
claw: 1d20 + 2 ⇒ (14) + 2 = 16
claw: 1d20 + 2 ⇒ (5) + 2 = 7
claw: 1d20 + 2 ⇒ (5) + 2 = 7
claw: 1d20 + 2 ⇒ (8) + 2 = 10
claw: 1d20 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 2 ⇒ (9) + 2 = 11
claw: 1d20 + 2 ⇒ (1) + 2 = 3

1d3 ⇒ 2
1d3 ⇒ 1

Uuranx is clawed for 1d4 ⇒ 2 points of damage.

Next round.

Randtam needs to make 2 DC 14 will saves-1 for the hold; 1 for fear/shaken. He has 2 stirges still sucking as the third takes to the air to strike again.

6 skeletons continue their assault as the Piper continues to play his baleful dirge.


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

mace1: 1d20 + 6 ⇒ (15) + 6 = 21
dam1: 1d4 + 2 ⇒ (3) + 2 = 5

mace2: 1d20 + 6 ⇒ (5) + 6 = 11
dam2: 1d4 + 1 ⇒ (1) + 1 = 2

Back to hell you skeletal scum!


Vraxel wrote:

[dice=mace1]1d20 +6

[dice=dam1]1d4 +2

[dice=mace2]1d20 +6
[dice=dam2]1d4 +1

Back to hell you skeletal scum!

"skeletal scum" is top notch and could only have been bettered by speling it "skeletal skum".

Reminds me of Mrs. Potts from Beauty and the Beast during the final battle scene with the viallagers, "Take that, you scurvy scum"

Nice work!


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

AxeyThwaxey: 1d20 + 4 ⇒ (20) + 4 = 24

damage: 1d10 + 6 ⇒ (6) + 6 = 12

LOH: 1d6 ⇒ 2


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

will: 1d20 + 3 ⇒ (2) + 3 = 5

will: 1d20 + 3 ⇒ (20) + 3 = 23

Took -1 in my rolls. Attempt to get rid of another stirge...

grapple: 1d20 + 4 ⇒ (14) + 4 = 18

Throw it at a wall

damage: 1d4 ⇒ 3

Wondering if mage armor keeps the stirges from attaching to my body? It is a powerful force surrounding my body.


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

A powerful stirge-repelling force!!


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

Think Randtam is getting mage armor and stirge armor mixed up.


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

At least Randtam is trying before he dies of weakness. He is trying anything. For example...

What is a Spiritual stirge effect? Are they incorporeal entities...or just juiced up blood suckers? Incorporeal cannot pass through my mage/stirge armor as easily.


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 Sir, they can't! None Shall Pass!!!


Vraxel and Uuranx destroy another pair of skeletons, while Alamin continues to be shaken from the Piper's dirge and cannot connect.

Randtam resists the spelling power of the Piper and is not held! In the meantime, he wrestles another stirge free and flings it against the wall. The stirge collects itself and takes to the air once more.

claw: 1d20 + 2 ⇒ (12) + 2 = 14
claw: 1d20 + 2 ⇒ (15) + 2 = 17
claw: 1d20 + 2 ⇒ (13) + 2 = 15
claw: 1d20 + 2 ⇒ (6) + 2 = 8
claw: 1d20 + 2 ⇒ (18) + 2 = 20
claw: 1d20 + 2 ⇒ (8) + 2 = 10
claw: 1d20 + 2 ⇒ (7) + 2 = 9
claw: 1d20 + 2 ⇒ (5) + 2 = 7

1d3 ⇒ 3
1d3 ⇒ 3
1d3 ⇒ 2

Uuranx is clawed for 1d4 ⇒ 2 points of damage.

One stirge pumps another point of CON out of Randtam while another buzzes in and 1d20 + 7 ⇒ (17) + 7 = 24 attaches itself once more, skewering Randtam with its needled beak!

The Piper focuses his haunting melody on 1d2 ⇒ 1 Alamin and she Will: 1d20 + 7 ⇒ (18) + 7 = 25 resists!

Next round.

4 skeletons not behind bars and attacking.
2 stirges attached to Randtam.
1 Piper piping.


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

Destroy another skeleton

attack: 1d20 + 4 ⇒ (10) + 4 = 14

Aarrggggghh! Curse those pipes!!

LOH: 1d6 ⇒ 3


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

mace: 1d20 + 6 ⇒ (2) + 6 = 8
dam: 1d4 + 2 ⇒ (4) + 2 = 6

mace: 1d20 + 6 ⇒ (14) + 6 = 20
dam: 1d4 + 1 ⇒ (4) + 1 = 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

Rip off the stirge again and throw it against the wall.

grapple: 1d20 + 4 ⇒ (11) + 4 = 15

damage: 1d4 ⇒ 1


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

Blessed sun!

undead PULSE: 1d6 ⇒ 6


Uuranx misses, but Vraxel connects dropping another set of bones. Randtam painfully detaches another stirge; this time it does not rise after impacting the wall. Alamin summons Sarenrae's blessings and shatters the remaining skeletons-the Piper's piping grows weaker!

The remaining attached stirge sucks another point of CON out of Randtam and the other BZZZZZ: 1d20 + 7 ⇒ (18) + 7 = 25 dives down grabbing him again, prepairing to siphon more blood from its host.

The Piper trills at Uuranx this time-make another DC 14 Will save.

1 Piper piping.
2 stirges a sucking.

Next round.


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

Forget the stirges Randtam, get the Piper!

Can I attack a stirge without hitting Randtam?


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 + 5 ⇒ (19) + 5 = 24

Grab a stirge and crush it with my monstrous mitts

squeeze: 1d20 + 4 ⇒ (2) + 4 = 6


Vraxel wrote:

Forget the stirges Randtam, get the Piper!

Can I attack a stirge without hitting Randtam?

You can grapple them like Randtam and Uuranx have. Just roll more like Randtam the stirge-slayer and less like Uuranx the pipes-addled.


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

Open a siphon

damage: 3d6 ⇒ (6, 4, 3) = 13


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 ⇒ (15) + 8 = 23

Stun the stirge


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:

[dice=attack]1d20 +8

Stun the stirge

With your mace...I can handle the stun...

Hopefully opened the siphon beforehand. I flex my chest and Wizard Up.


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

stirge grab: 1d20 + 1 ⇒ (8) + 1 = 9


Vraxel grabs a stirge and wrestles it off of Randtam's body before it can siphon of more blood. The halfling and the stirge battle it out with neither being able to gain a decisive advantage. Wide eyed and shaken, both Alamin and Uuranx are unable to deal with the remaining stirge.

As the leathery winged creature continues to pump blood from its host for another point of CON damage, Randtam opens one of the final two haunt siphons and 3d6 ⇒ (1, 1, 5) = 7 light stabs out at the Piper, enveloping him and then dissipating back into the glass vial. Once again the vapor within the vial has turned from white to green.

1 bloated stirge a suck'n.

Next 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

grabnsqueeze: 1d20 + 4 ⇒ (2) + 4 = 6

Dang lil' suckers are tough to git ahold of...


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

grab the stirge and throw it against the wall.

grapple: 1d20 + 4 ⇒ (2) + 4 = 6

damage: 1d4 ⇒ 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:

Vraxel grabs a stirge and wrestles it off of Randtam's body before it can siphon of more blood. The halfling and the stirge battle it out with neither being able to gain a decisive advantage. Wide eyed and shaken, both Alamin and Uuranx are unable to deal with the remaining stirge.

As the leathery winged creature continues to pump blood from its host for another point of CON damage, Randtam opens one of the final two haunt siphons and [dice=]3d6 light stabs out at the Piper, enveloping him and then dissipating back into the glass vial. Once again the vapor within the vial has turned from white to green.

1 bloated stirge a suck'n.

Next round.

Did I open another siphon? First one was for 7. The one I opened was for 13 points. Did I open a third for 7 points. How many did I start with. I thought I used one for the sickle guy and two here.


Randtam wrote:
Carrion Crown CAW wrote:

Vraxel grabs a stirge and wrestles it off of Randtam's body before it can siphon of more blood. The halfling and the stirge battle it out with neither being able to gain a decisive advantage. Wide eyed and shaken, both Alamin and Uuranx are unable to deal with the remaining stirge.

As the leathery winged creature continues to pump blood from its host for another point of CON damage, Randtam opens one of the final two haunt siphons and [dice=]3d6 light stabs out at the Piper, enveloping him and then dissipating back into the glass vial. Once again the vapor within the vial has turned from white to green.

1 bloated stirge a suck'n.

Next round.

Did I open another siphon? First one was for 7. The one I opened was for 13 points. Did I open a third for 7 points. How many did I start with. I thought I used one for the sickle guy and two here.

You count is correct 1 on the scythe 2 on the Piper.


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

Can I smash the stirge i am holding against the wall this round?

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