| Vraxel |
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
| Alamin Silvergleam |
will save: 1d20 + 11 ⇒ (20) + 11 = 31
Sarenrae with us!
Hmace: 1d20 + 5 ⇒ (13) + 5 = 18
1d8 + 3 ⇒ (4) + 3 = 7
| Randtam |
will: 1d20 + 4 ⇒ (13) + 4 = 17
Throw flask of Holy Water on Dwarf
HW: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 2d4 ⇒ (2, 1) = 3
| Carrion Crown CAW |
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!
| Carrion Crown CAW |
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.
| Maqej Lek |
will: 1d20 + 9 ⇒ (10) + 9 = 19
layonhands: 1d6 ⇒ 5
| Vraxel |
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
| Alamin Silvergleam |
mace: 1d20 + 5 ⇒ (5) + 5 = 10
| Carrion Crown CAW |
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.
| Maqej Lek |
attack the marauder with arcane strike greataxe: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d12 + 7 ⇒ (7) + 7 = 14
| Vraxel |
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
| Alamin Silvergleam |
mace: 1d20 + 5 ⇒ (18) + 5 = 23
1d8 + 3 ⇒ (7) + 3 = 10
| Carrion Crown CAW |
A detailed search of the room reveals a secret alcove in the southern wall.
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
| Randtam |
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
| Vraxel |
disable: 1d20 + 14 ⇒ (9) + 14 = 23
Can I take 20?
| Carrion Crown CAW |
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.
| Vraxel |
| 1 person marked this as a favorite. |
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.
| Alamin Silvergleam |
spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16
| Randtam |
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?
| Vraxel |
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
| Carrion Crown CAW |
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).
| Vraxel |
Take a close look around the room.
perception: 1d20 + 11 ⇒ (18) + 11 = 29
Everyone ready to raise the portcullis and enter the cell block?
| Carrion Crown CAW |
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."
| Randtam |
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
| Vraxel |
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.
| Carrion Crown CAW |
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.
| Carrion Crown CAW |
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 |
will: 1d20 + 4 ⇒ (1) + 4 = 5
will: 1d20 + 4 ⇒ (5) + 4 = 9
Aargghhhhh!!!!!
| Uuranx |
I shall charge in and smash the iron maiden with arcane strike
greataxe: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d12 + 7 ⇒ (3) + 7 = 10
| Alamin Silvergleam |
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!
| Carrion Crown CAW |
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.
| Maqej Lek |
strike a severed hand greataxe: 1d20 + 6 ⇒ (19) + 6 = 25
critdamage: 2d12 + 12 ⇒ (10, 6) + 12 = 28
LOH: 1d6 ⇒ 5
| Randtam |
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
| Vraxel |
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
| Carrion Crown CAW |
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!