Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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Uurnax knocks one of the skittering hands off of him with the butt of his axe and promptly crushes it while it flops on the ground. Randtam's flaming sphere engulfs the maiden begining its ultimate destruction, but Vraxel's wounds are not lessened!

Vraxel in his bewildered state slashes about madly with his blades but is unable to connect with anything.

The last spidery hand rips at Uuranx again claw: 1d20 + 5 ⇒ (4) + 5 = 9 but can not find purchase.

Party's 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

mace: 1d20 + 6 ⇒ (14) + 6 = 20
dam: 1d4 + 2 ⇒ (2) + 2 = 4

mace: 1d20 + 6 ⇒ (15) + 6 = 21
will: 1d4 + 1 ⇒ (3) + 1 = 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

KNature: 1d20 + 9 ⇒ (7) + 9 = 16

Alamin...give me something to work with

acid dart: 1d20 + 2 ⇒ (16) + 2 = 18

damage: 1d6 + 1 ⇒ (4) + 1 = 5

So the grim maiden is burning to a crisp...keep burning maiden if I think that is the correct action. Or move sphere to destroy the hand.


Randtam wrote:

[dice=KNature]1d20 + 9

Alamin...give me something to work with

[dice=acid dart]1d20 + 2

[dice=damage]1d6 + 1

So the grim maiden is burning to a crisp...keep burning maiden if I think that is the correct action. Or move sphere to destroy the hand.

All you can figure is that this is another haunt manifestation.


The iron maiden begins to collapse on itself as Vraxel and Randtam destroy the last hand.

The strange gaping wounds piercing Vraxel show no sign of abating.

***end of combat***


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

Do I believe my potion of lesser restoration will help? Does Randtam or Alamin have a wand of lesser restoration? (6 CON damage)


Lesser restoration heals 1d4 points of stat damage.


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 you look very unhealthy.

restore: 1d4 ⇒ 2

10 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

Search [ dice=Perception]1d20 + 8[/dice]

How about we rest here? perception: 1d20 + 8 ⇒ (16) + 8 = 24


The room seems safe enough until you find a secret door in the ES wall.

You also find the skeleton on the rack to have died a peculiar death there seems to be a set of keys lodged in its pelvis area and there is a metal disk, a badge of some sort, wedged into iths jaw.


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

Apparently I am going with my knowledge first...Lich info

KnArcana: 1d20 + 10 ⇒ (18) + 10 = 28


There is nothing about this situation you have seen so far that would suggest any type of lich or lich involvement.


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

Check the badge and retrieve the keys


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

The badge and disk we may want to get back to Vesorginnia now. She is the one holding evil back and she did ask for two things.


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

Yes, let's take the badge back.


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 wonder if this is the warden with his badge of office down his throat?

Alamin, please detect magic and evil onthese objects


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

Lets get this stuff back to her then we can rest.


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

come back and tackle the secret door later?


Collecting the keys and badge, you find neither evil nor magic about them. You make your way back to the cavern room and finally to Vesorianna's resting place.

Her spirit manifests and there as a grim smile on her face as she welcomes you back, My husband's keys and badge of office; thank you. Your task is almost completed and yet the most difficult portion of it remains. The Splatter Man. He has nearly spelled my name out in full and I do not think there is more than another day to pass before he completes it. If you are to stop the evil in this place he must be destroyed. Once you do this thing I will be able to use these talismans to send the remaining spirits here to Pharasma and her judgement. Take your rest, but then go and finish what must be done.

Her spirits fades away.


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

DM:
. As I rest and regain all my spells and intellect...I contemplate on how I may best the Splatterman. His power should be diminished because his allies are rendered weak at this point. Yet I have a strong suspicion he is incredibly powerful. I wonder what is the most effective way of defeating him and have my group, Vesorianna, and the whole populace triumph over this absolute evil (Whispering Way).

I believe this is my test.


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

DM: When Randtam used the wand on Vraxel, did it restore 2 CON?


Randtam wrote:
** spoiler omitted **

Randtam:
You know holy water works on the haunts and spirits as does positive energy. Spells as well, and sometimes magical weapons. You hope you are ready. Maybe it's just the darkness of this place, but you feel unsure of yourself more than any time since entering.

Vraxel wrote:
DM: When Randtam used the wand on Vraxel, did it restore 2 CON?

Yes.


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

Before we face our next obstacle we make a run to the weapons room and see if we can figure out all that is there.

I also ask if Vraxel feels healthy.

spellcraft: 1d20 + 10 ⇒ (16) + 10 = 26


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

DM/Randtam: Vraxel is down 4 CON, unless the night's rest helped?


Vraxel's CON heals 1 more point after resting (down 3).


Randtam wrote:

Before we face our next obstacle we make a run to the weapons room and see if we can figure out all that is there.

I also ask if Vraxel feels healthy.

[dice=spellcraft]1d20 + 10

There is nothing here besides what was previously described.


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

So does that mean we know what the magic items are?

Exchange light crossbow for MW Heavy Crossbow.

Exchange 7 bolts for 10 +1 bolts leaving me with 10 +1 and 10 regular

Each of us should take a CMW potion

Wand of hold person and Rope of Climbing to whom...

vraxel, come here.

wand of restore: 1d4 ⇒ 3


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

we can try another spellcraft on the items today

spellcraft: 1d20 ⇒ 18

After explaining what the items are, I'll take a CMW.


Randtam wrote:

So does that mean we know what the magic items are?

Exchange light crossbow for MW Heavy Crossbow.

Exchange 7 bolts for 10 +1 bolts leaving me with 10 +1 and 10 regular

Each of us should take a CMW potion

Wand of hold person and Rope of Climbing to whom...

vraxel, come here.

[dice=wand of restore]1d4

No, you have no clue what the magic items are. That will require another Spellcraft check.


Uuranx wrote:

we can try another spellcraft on the items today

[dice=spellcraft]1d20

After explaining what the items are, I'll take a CMW.

Like that...


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:

Before we face our next obstacle we make a run to the weapons room and see if we can figure out all that is there.

I also ask if Vraxel feels healthy.

[dice=spellcraft]1d20 + 10

So we needed to do two spellcraft checks today?


Randtam wrote:
Randtam wrote:

Before we face our next obstacle we make a run to the weapons room and see if we can figure out all that is there.

I also ask if Vraxel feels healthy.

[dice=spellcraft]1d20 + 10

So we needed to do two spellcraft checks today?

Negative. Just takes the one. In theory it's a check an item, but that seems super laborious so the one suffices to identify all.


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

So why did my spellcraft 26 not count?


Randtam wrote:
So why did my spellcraft 26 not count?

Ummmm...cause I didn't see it? :D

You identify with great ease and accomplishment the items LONG before the feeble intellect of Uuranx can complete the feat.


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

the Splatterman is the last foe we must face. He is the most powerful and must be destroyed. Holy Water and positive energy are the best weapons. Spells work too, and magic weapons work sometimes. I am out of Holy Water as I have used all of mine already to help destroy the Haunts and Spirits. Do we have any left? I still have one thing up my sleeve we can use. Alamin and Uuranx, do you think your channels are most effective in destroying the spirits or in healing us when we are injured? What do you think? Any guidance you can lend us? We do have healing potions. Remember the Splatterman likes to play games, and he may know my name already after we found the scroll book. What do you guys think? I am considering memorizing/casting Protection From Evil twice and not Summon Mon I.

Also, wand of hold person goes to whom? I think the Rope of Climbing should go to
Vraxel.


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

Ha, I also overlooked that roll. Classic


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 think that you should take the wand of hold person 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

Need a ruling please....

Enchantment and necromancy are my schools I chose not to associate with. Can I even use the Wand of Hold Peson since that is from the school of enchantment.


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 would say yes, as the new oppostion rules let you memorize opposition spells at a penalty. You should be able to use a wand with one. Just my humble opinion.


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 will take the rope of climbing and a CMW potion.


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 see what Randtam has up his sleeve?


Randtam wrote:

Need a ruling please....

Enchantment and necromancy are my schools I chose not to associate with. Can I even use the Wand of Hold Peson since that is from the school of enchantment.

I say no penalty as you are just using a magical device and there is no impediment to that just the casting.


Party's 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 have 2 flasks of holy water. I give them to Randtam.


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

Shall we go open the secret door we found?


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

Let's do it. I cast magearmor on myself. Right before we open secret door, I will cast shield on myself. AC 19.


"The rough stone walls of this natural cavern drip with moisture,
leaving stagnant pools of water on the uneven floor."

The cavern heads roughly East; you think to the other cell block with the jammed portcullis.


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

Here we go, move forward.
perception: 1d20 + 11 ⇒ (1) + 11 = 12


Vraxel does not espy anything of note in the cavern passage...

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