Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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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 + 9 ⇒ (19) + 9 = 28

attack with arcane strike greataxe: 1d20 + 6 ⇒ (3) + 6 = 9


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 ⇒ (3) + 4 + 2 = 9

Vraxel's is shaken by the horrible sound.
But he manages a couple of decent strikes.
"Shut the hell up!"

mace: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19
dam: 2d4 + 2 ⇒ (2, 4) + 2 = 8
mace: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21
dam: 2d4 + 1 ⇒ (2, 3) + 1 = 6


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

will save: 1d20 + 11 ⇒ (20) + 11 = 31

Sarenrae with us!

Hmace: 1d20 + 5 ⇒ (13) + 5 = 18
1d8 + 3 ⇒ (4) + 3 = 7


Will wait for Randtam and then post 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

will: 1d20 + 4 ⇒ (13) + 4 = 17

Throw flask of Holy Water on Dwarf

HW: 1d20 + 2 ⇒ (13) + 2 = 15

damage: 2d4 ⇒ (2, 1) = 3


Vraxel clubs down two of the skulls before they can attack!

The remaining skull attacks 1d4 ⇒ 4 Uuranx bite: 1d20 + 1 ⇒ (20) + 1 = 21 savagely ripping at his throat for 2d6 + 2 ⇒ (3, 4) + 2 = 9.

Crying out to her goddess, Alamin smashes the blood thirsty skull to pieces.

Randtam throws his last flask of holy water on the dwarven bones which hiss and pop in fury as the Mosswater Marauder's spirit rises and attacks sending a phantom skull at 1d4 ⇒ 4 Uuranx (them's tasty!) phantom skull: 1d20 + 3 ⇒ (19) + 3 = 22. He is savaged again, taking 1d6 + 1 ⇒ (3) + 1 = 4 and is staggered for at least the next round.

Uuranx make a DC 13 Will save to be able to act again normally in round 3 as you attempt to shake the ringing from your ears. You feel like you have just been smitten by an enormous hammer.

Round 2!


Staggered

A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.


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

Oh well hope it helps...

Summon earth elementAl in front of Uuranx so he can heal. Slam

slam: 1d20 + 6 ⇒ (9) + 6 = 15


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

will: 1d20 + 9 ⇒ (10) + 9 = 19

layonhands: 1d6 ⇒ 5


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 attack a skull if possible.

mace: 1d20 + 6 ⇒ (12) + 6 = 18
dam: 1d4 + 2 ⇒ (3) + 2 = 5

mace: 1d20 + 6 ⇒ (14) + 6 = 20
dam: 1d4 + 1 ⇒ (3) + 1 = 4


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

mace: 1d20 + 5 ⇒ (5) + 5 = 10


Realizing the phantom skull is just a manifestation of the Marauder, Vraxel turns his malicious maces on the malefactor.

The Marauder sends his spiritual skull at 1d4 ⇒ 2 Randtam skull: 1d20 + 3 ⇒ (3) + 3 = 6 but he dances aside as his elemental misses the spirit with a slam.

Alamin misses as well as Uuranx shakes off the ringing and manages to get some divine healing.

Round 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

acid dart: 1d20 + 2 ⇒ (10) + 2 = 12. Ranged Attack


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

Earth elemental

slam: 1d20 + 6 ⇒ (13) + 6 = 19


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

attack the marauder with arcane strike greataxe: 1d20 + 6 ⇒ (8) + 6 = 14

damage: 1d12 + 7 ⇒ (7) + 7 = 14


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

With multiple companions attacking maurader, make sure I am in flanking position then strike.

mace: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
dam: 2d4 + 2 ⇒ (4, 1) + 2 = 7

mace: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
dam: 2d4 + 1 ⇒ (1, 3) + 1 = 5


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

mace: 1d20 + 5 ⇒ (18) + 5 = 23
1d8 + 3 ⇒ (7) + 3 = 10


Vraxel connects once and the spiritual skull flies at 1d4 ⇒ 4 Uuranx 1d20 + 3 ⇒ (3) + 3 = 6 but bounces harmlessly off his force armor.

The combined efforts of elemental slam, Uuranx axe, and Alamin mace are enough to send the spirit back to rest.

***end of combat***


A detailed search of the room reveals a secret alcove in the southern wall.

DC 30 disable device:
There are six suits of masterwork chainmail and six suits of masterwork studded leather armor,
four masterwork longswords, four masterwork heavy
maces, two masterwork heavy crossbows, 120 crossbow
bolts, and with a DC 18 Spellcraft check a case of 10 +1 crossbow bolts, a wand of hold person
(11 charges), 4 potions of cure moderate wounds, and a rope of
climbing; otherwise 10 crossbow bolts, a wand, 4 potions, and a rope


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

If elemental is still around can he help? Break things or go underground behind the wall and let me know what is there.

Do I sense any arcane
arcana: 1d20 + 10 ⇒ (15) + 10 = 25


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

disable: 1d20 + 14 ⇒ (9) + 14 = 23

Can I take 20?


By the time you find the secret hidey-hole the elemental has returned to it's home plane. You don't sense aything specifically arcane about hsi area, although you feel the continued heavy presence of the hundreds of dead spirits that still reside in these halls. The weight of their psychic energy makes the air heavy and thick.

You can take 20. Assuming you do read the spoiler above.


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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

Vraxel will take 20 to open the lock.

"Look at all this stuff."

There are six suits of masterwork chainmail and six suits of masterwork studded leather armor, four masterwork longswords, four masterwork heavy
maces, two masterwork heavy crossbows, 120 crossbow
bolts, and with a DC 18 Spellcraft check a case of 10 +1 crossbow bolts, a wand of hold person (11 charges), 4 potions of cure moderate wounds, and a rope of
climbing; otherwise 10 crossbow bolts, a wand, 4 potions, and a rope.


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

spellcraft: 1d20 ⇒ 16

Can't quite tell what they are.


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 take 10?

If not then spellcraft: 1d20 + 10 ⇒ (6) + 10 = 16


"Retry? When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results."

http://www.d20pfsrd.com/skills/spellcraft

So you could recheck the following day.


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

spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16


Party's next action...


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 take 10? I wanted to on this day but was not sure about the answer so I rolled anyways without an answer from the GM. Can I take 10 when I recheck the next day?


Randtam wrote:
Can I take 10? I wanted to on this day but was not sure about the answer so I rolled anyways without an answer from the GM. Can I take 10 when I recheck the next day?

Sorry, there is no take 10/20 for identifying magic items it's 1 check per day.

:(


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

How about take 5 and check twice a day? hmmm


Uuranx wrote:
How about take 5 and check twice a day? hmmm

You can check as many times as you want per day, but each check has the same results as the first. :)


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

Vraxel will switch out his leather armor for a set of the MW studded leather armor.

Leave the room and check the door on the North side of the hallway now. Check for traps then listen at door, then open.

findtraps: 1d20 + 12 ⇒ (12) + 12 = 24
listen: 1d20 + 11 ⇒ (16) + 11 = 27


You find the door to be safe and open it to find another guard room.

This guard room is decorated similarly to the others,
with a table, a few chairs, and a pair of cots, yet unlike the
others, no undead or haunts lurk within. A winch affixed
to the western wall raises and lowers the portcullis that
allows access into the cell block to the West. The portcullis is currently lowered and locked in place. The winch here can be
used to release that lock (a move action) and to raise the
portcullis (a full-round action).


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

Take a close look around the room.

perception: 1d20 + 11 ⇒ (18) + 11 = 29

Everyone ready to raise the portcullis and enter the cell block?


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 am always ready. Even if I'm not.


The guard room you are in does appear to be fairly benign besides a few tiny and harmless spiders.

With some rattling and clanking you raise the portcullis. The way in to the cell block is now open...

Peering in you can see:

"Numerous grisly tools of torment decorate the room, from
cages to hanging chains along the walls to a stretching rack, a
large wooden tank, and a fire pit in the middle of the room. To
the east stands a grim iron maiden, the lid closed and presenting
a stern decoration of a tormented woman upon its face. The
broken, twisted skeleton of a human dressed in a tattered
guard’s uniform lies upon the stretching rack in the middle of
the room; the body is surrounded by several discarded knives,
branding irons, and pliers. A large, bloodstained wicker basket
sits at the head of the rack."


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

Besides being a psycho torture chamber do I have any previous knowledge of this place. Has it been changed at all. Also it seems odd that this is the only clean place here.
If we need to rest in the future the previous room may seem logical after we close the portcullis.

perception: 1d20 + 8 ⇒ (1) + 8 = 9

KnowLocal: 1d20 + 9 ⇒ (9) + 9 = 18

Grim iron maiden?

religion: 1d20 + 9 ⇒ (8) + 9 = 17


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

Move forward into the room.
Stealth: 1d20 + 14 ⇒ (1) + 14 = 15
Findtraps: 1d20 + 12 ⇒ (19) + 12 = 31
perception: 1d20 + 11 ⇒ (6) + 11 = 17

Think we've found Christian Grey's red room.


Randtam wrote:

Besides being a psycho torture chamber do I have any previous knowledge of this place. Has it been changed at all. Also it seems odd that this is the only clean place here.

If we need to rest in the future the previous room may seem logical after we close the portcullis.

[dice=perception]1d20 + 8

[dice=KnowLocal]1d20 + 9

Grim iron maiden?

[dice=religion]1d20 + 9

The only thing you recall reading is that this is where they brough prisoners to get information from them or when there were to be 'extra' punishments for misbehaving prisoners.

You do indeed think it odd that it's so clean and wonder what the relationship might be between this room and the cavern you entered through earlier...

From your vantage point in the hall the iron maiden looks ominous and you can only imagine how terrifying it would be for an actual prisoner.


Vraxel quietly makes his way into the room as the rest of the party watches his subtle movements. Suddenly he turns and looks at horror at the iron maiden which sits quietly in its space.

Vraxel make a DC 14 Will save or....:
You see the iron maiden suddenly open revealing a bound halfling female form. Is it your Mom? Your lover? All you know that she is somehow important to you and you love her more than anything and MUST get her out of there! You rush forward to rescue the female halfling and as you get to her she disappears and the iron maiden slams shut stabbing you with several iron spikes. Make another DC 14 Will save or lose 6 points of CON!


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 ⇒ (1) + 4 = 5

will: 1d20 + 4 ⇒ (5) + 4 = 9

Aargghhhhh!!!!!


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 shall charge in and smash the iron maiden with arcane strike

greataxe: 1d20 + 6 ⇒ (6) + 6 = 12

damage: 1d12 + 7 ⇒ (3) + 7 = 10


The rest of the party sees Vraxel sprint towards the iron maiden, hands extended, only to keel over just before reaching it crying out in horrible pain; his body appears to bear dozens of bloodless punctures.


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

Vraxel!

Move action to his side to examine wounds.

heal: 1d20 + 7 ⇒ (19) + 7 = 26

~gasp of brath~Goddess! He's wounded, but from what? They don't bleed at all and the wounds almost are like...like they are PART of him!


Uuranx's frantic rush to deal damage to the maiden causes his axe to glance harmlessly off it.

From a different section of the room, two severed hands skitter across the floor and attack him!

severed hand1: 1d20 + 5 ⇒ (15) + 5 = 20
severed hand2: 1d20 + 5 ⇒ (7) + 5 = 12

Uuranx is savagely clawed for 1d4 + 3 ⇒ (2) + 3 = 5

Party's action.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

strike a severed hand greataxe: 1d20 + 6 ⇒ (19) + 6 = 25
critdamage: 2d12 + 12 ⇒ (10, 6) + 12 = 28

LOH: 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

Do I understand what Alamin's cry of PART meant? Do I understand what is going on?

knowArcana: 1d20 + 10 ⇒ (20) + 10 = 30

Cast flaming sphere on grim maiden if I know it will not hurt Vraxel. Otherwise cast on the other hand that Uuranx did not hit.

damage: 3d6 ⇒ (6, 5, 1) = 12


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 Vraxel attack or is he out of action? In his bewildered state he will wildly swing at whatever evil thing is closest to him.

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

mace: 1d20 + 6 ⇒ (5) + 6 = 11
dam: 1d4 + 1 ⇒ (4) + 1 = 5


Randtam wrote:

Do I understand what Alamin's cry of PART meant? Do I understand what is going on?

[dice=knowArcana]1d20 + 10

Cast flaming sphere on grim maiden if I know it will not hurt Vraxel. Otherwise cast on the other hand that Uuranx did not hit.

[dice=damage]3d6

You seem to think that Alamin is trying to explain how Vraxel can have large punctures all over his body, revealing flesh and tissue within, without bleeding to his death. It appears that the grim forces of this place have struck again!

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