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

"Wait here while I check out the door up close."

Stealth up to the iron doors and check for traps. Disable trap or door lock as needed.

stealth: 1d20 + 17 ⇒ (6) + 17 = 23
find traps: 1d20 + 15 + 1 ⇒ (16) + 15 + 1 = 32
disable device: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33


You find a cunning and deadly trap that is JUST at the edge of your abilities and manage to disarm it! Had you failed a huge air elemental would have sprung out and tried to sweep you into the watery depths below... You breath a sigh of relief as you neutralize the last layer of the trap.

A short while later the door is unlocked and you push it open revealing:

"A huge portrait hangs above an enormous, lit fireplace in this
large entry chamber. A set of steep stairs rises to the right."

The room runs 15'x30' with doors in the NE and NW wall section. There is a stairwell going up running along the E wall and a door in the ES wall before the start of the stairs.


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 motions for the rest of the party to come forward.
perception: 1d20 + 15 ⇒ (18) + 15 = 33


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

Move forward


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

Move forward also. What does the portrait depict? Listening and observing the room.

perception: 1d20 + 11 ⇒ (16) + 11 = 27


From the doorway entrance the party can see that the portrait depicts a deeply curious man, surrounded by objects in some type of museum.

Randtam & Vraxel:
You notice in the picture how the scene through the painted window behind the man shows that the bridge connecting the two tower structures used to be a beautiful stone structure, not the flimsy wooden bridge you can see today. This is wooden/rope bridge that connects the two structures further back, one in the middle of the river and one on the other side of the river.


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 looks around and quietly observes: "Either the fireplace is magical and lights itself when the door is opened or someone was recently in this room to build the fire. Anyone object to trying the ES door by the stairs first?"

The way I read it we have to choose between 3 doors and the stair.


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

Lead the way Vraxel.


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 approaches the ES door and checks it for traps, then disables any trap and the lock. Before opening he will listen at the door or look through the keyhole if there is one to see if he can get a preview of the next room.
findtraps: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26
disable: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24
perception: 1d20 + 15 ⇒ (4) + 15 = 19


As the party approaches the ES door a piece of furniture that seemed like like a combination of chest of drawers and a hat rack explodes into furious action attacking 1d3 ⇒ 1 Alamin twice 1d20 + 9 ⇒ (19) + 9 = 28 1d20 + 9 ⇒ (14) + 9 = 23 hammering through her defenses for SLAM! SLAM!: 2d8 + 12 ⇒ (8, 7) + 12 = 27.

AlaminInit: 1d20 + 6 ⇒ (9) + 6 = 15
RandtamInit: 1d20 + 6 ⇒ (19) + 6 = 25
UuranxInit: 1d20 + 3 ⇒ (7) + 3 = 10
VraxelInit: 1d20 + 11 ⇒ (11) + 11 = 22
hookclawedapparatus: 1d20 - 1 ⇒ (14) - 1 = 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

dagger: 1d20 + 10 - 1 ⇒ (17) + 10 - 1 = 26
stab: 1d3 + 4 - 1 ⇒ (1) + 4 - 1 = 4

dagger: 1d20 + 10 - 1 ⇒ (19) + 10 - 1 = 28
stab: 1d3 + 3 - 1 ⇒ (1) + 3 - 1 = 3
confirm: 1d20 + 10 - 1 ⇒ (2) + 10 - 1 = 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

any idea what this is and how to combat it effectively....

arcana: 1d20 + 13 ⇒ (14) + 13 = 27

nature: 1d20 + 11 ⇒ (5) + 11 = 16

In the meantime, step back and throw an acid dart.

rangedtouchattack AD: 1d20 + 5 ⇒ (15) + 5 = 20

acid: 1d6 + 3 ⇒ (1) + 3 = 4


It appears to be some sickening creation combining flesh with metal and wood. Predominantly a thing of metal and wire, this loping construct has some organic parts that seem more for decoration than for any real purpose. It takes awkward, hobbling lunges and smashes about with two huge, scythe-like forearms. In all it is the most bizzare and disgusting thing you have yet seen.


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

38/65HP

LS: 1d20 + 8 ⇒ (7) + 8 = 15
LOH: 1d6 ⇒ 3 (1/6)

41/65 HP


Uuranx give me your action and I'll post the 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

Strike with my greataxe

arcanestrike: 1d20 + 9 ⇒ (15) + 9 = 24

damage: 1d12 + 9 ⇒ (11) + 9 = 20


Vraxel dashes in betweens the legs of the creature and his blades dig into it as an acid splash from Randtam sizzles and pops on its surface. Alamin, still reeling from the hammering strike of the apparatus, slashes back at it but her blow is weak and does not cut through.31

The 'thing' strikes at 1d3 ⇒ 3 Uuranx 1d20 + 9 ⇒ (13) + 9 = 22 1d20 + 9 ⇒ (9) + 9 = 18 and one of its huge scythes cuts him for SLICE!: 1d8 + 6 ⇒ (1) + 6 = 7.

In return, Uuranx lays a mighty axe stroke on it.

Next 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

Do I Have any more information on how to kill this "thing?"

Did acid work? Did I see my comrades cause damage..

I will attack after Vraxel and Alamin.


Randtam wrote:

Do I Have any more information on how to kill this "thing?"

Did acid work? Did I see my comrades cause damage..

I will attack after Vraxel and Alamin.

No, no more information on how to kill it. It appears to be some horrible form of golem construct using both flesh and metal.

The acid did work and your comrades appear to be doing damage to the the thing.


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

Strike with my greataxe arcanestrike: 1d20 + 9 ⇒ (13) + 9 = 22

damage: 1d12 + 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

Since the thing is preoccupied attacking Alamin and Uuranx, Vraxel will step into a flanking position and strike again with his daggers.

dagger: 1d20 + 10 - 1 ⇒ (20) + 10 - 1 = 29
stab with crit: 2d3 + 2d8 + 8 - 1 ⇒ (1, 1) + (8, 6) + 8 - 1 = 23

dagger: 1d20 + 10 - 1 ⇒ (13) + 10 - 1 = 22
stab: 1d3 + 2d8 + 4 - 1 ⇒ (2) + (8, 3) + 4 - 1 = 16

If its not subject to crits or sneak attack, subtract damage where appropriate.


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

41/65HP
LS: 1d20 + 8 ⇒ (7) + 8 = 15
LOH: 1d6 ⇒ 4
45/65HP (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

Hopefully the acid combines and coalesces with all the metal parts to make them ineffective.

rangedattack: 1d20 + 5 ⇒ (6) + 5 = 11

acid: 1d6 + 3 ⇒ (5) + 3 = 8

Thank you it was a touch attack!


Vraxel looks for a soft point, but the freakish creation doesn't seem to have any. Randtam acids the thing again as Alamin continues to recover from her earlier thrashing and misses.

The apparatus attacks 1d3 ⇒ 3 Uuranx again 1d20 + 9 ⇒ (14) + 9 = 23 1d20 + 9 ⇒ (8) + 9 = 17 hitting once for snick: 1d8 + 6 ⇒ (3) + 6 = 9

Uuranx cuts another huge chunk out of it, destroying the thing. It stops moving after a few hisses and clunks, the twitching legs skittering and then coming to a rest.

***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

Alamin you and Uuranx need healing. Please use the wand. Vraxel, keep an eye out as I examine this "creature?"

In my studies have I ever seen a combination like this. It seems like this is a cross of golems without any restraint. Something or someone must be crisscrossing different golems to create...I do not know what. Yet as an inquisitive wizard, I want to know about the arcane science of this. I believe Something has gone madly wrong here. Golems are normally made of one material.

knowArcana: 1d20 + 13 ⇒ (20) + 13 = 33


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

45/65HP
LOH: 4d6 ⇒ (4, 6, 3, 3) = 16(6/6)
61/65HP
Thank you goddess


Randtam wrote:

Alamin you and Uuranx need healing. Please use the wand. Vraxel, keep an eye out as I examine this "creature?"

In my studies have I ever seen a combination like this. It seems like this is a cross of golems without any restraint. Something or someone must be crisscrossing different golems to create...I do not know what. Yet as an inquisitive wizard, I want to know about the arcane science of this. I believe Something has gone madly wrong here. Golems are normally made of one material.

[dice=knowArcana]1d20+ 13

You are quite right-you have never even HEARD of someone combining the principles of golem construction to make one made of both flesh and other materials. Given what you know about the Beast, you surmise that it might be the least of Count Caromarc's creatures. What other horrors lie in store for you as you search his domain....?

Given the crude configuration of the slain thing you believe this to be one of his earliest efforts. Given enough time with the remains you think you could come up with several theroms on how to replicate what has been done.


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

Lady and gentlemen we are witnessing some very twisted issues here. Things are being put together because they can. Not because of nature, but because someone or entity can. Whisphering Way may have a hold here. This is absolutely unnatural.


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

"Does this thing radiate magic? If so, maybe we can detect magic in each room so we are not surprised by another one."


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

Not in my scope of abilities at this point. Great idea


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

~closes eyes and focuses on the 'corpse'~

No, I'm afraid not. It doesn't radiate magic or evil. Very similar to the Beast actually. My guess would be that these creations are beyond our concept of morality. The real evil is whomever would think to create such unnatural monstrosities. This must be stopped.


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

Is everyone ready to move on? Do you need healing Uuranx? Once everyone is ready to go, will try to open the ES door again.

find traps: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
disable: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26
perception: 1d20 + 15 ⇒ (3) + 15 = 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

3 charges of clw healing: 3d8 + 3 ⇒ (6, 5, 4) + 3 = 18


The door opens quietly and without issue revealing a hallway heading E 20' before turning N.

There are 2 doors on the S and 2 doors on the N of the hallway.


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

Any treasure or parts that are worth money?

I can move on.


Randtam wrote:

Any treasure or parts that are worth money?

I can move on.

Nope.


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 head down the hall to whichever door is closest. He will check for traps, disable if necessary, then listen at door, then open if nothing is heard.

findtraps: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
disable: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26
perception: 1d20 + 15 ⇒ (7) + 15 = 22


Opening the closest door on the S wall reveals a 5'x10' room crammed with taxidermied animals and stuffed heads.


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

Alamin can you detect magic in the room? If there isn't any lets lock up this door and go on. I definitely do not want something attacking us if we can avoid it.


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

~focuses on the objects in the room~

I sense neither magic or evil here.


There is no lock on this door.


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

Peek inside room from the outside.

perception: 1d20 + 11 ⇒ (5) + 11 = 16

Any particular order we are moving in.?

If I percieve nothing then...Let's move on. Vraxel of course up front.


Randtam wrote:

Peek inside room from the outside.

[dice=perception]1d20 + 11

Any particular order we are moving in.?

If I percieve nothing then...Let's move on. Vraxel of course up front.

Just what was previously described.


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 moves on to the next door on the hall, checks it over for traps, then disables the trap and/or lock. After that he will listen for any sounds coming from within the room and open the door.

find traps: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
disable: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23
perception: 1d20 + 15 ⇒ (5) + 15 = 20


The next room on the S wall is similar to the first-stuffed with taxidermied animal trophies. Alamin again finds neither magic nor evil in the room.

Opening the first door on the N wall reveals a room with shelves crammed full of books all along the walls. A comfortable leahter chair sits in the room's center.


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

Possibly a study?

Alamin, do you Detect any magic or evil?

Have we figured out how many floors there are in this fortress?

GM-can Alamin detect magic and evil in each room to the best of her ability on her own or do I need to ask her every time? (She is NPC). Do not want to slow play down with the same questions each time.


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

~distant look~ No, nothing.

She will alert you to anything she finds, but read the spell descriptions; it takes a while and there are limitations.

http://www.d20pfsrd.com/magic/all-spells/d/detect-evil

http://www.d20pfsrd.com/magic/all-spells/d/detect-magic


Randtam wrote:

Possibly a study?

Alamin, do you Detect any magic or evil?

Have we figured out how many floors there are in this fortress?

GM-can Alamin detect magic and evil in each room to the best of her ability on her own or do I need to ask her every time? (She is NPC). Do not want to slow play down with the same questions each time.

You observed the building you are currently in has 2 floors; the one behind it has one; and the building on the other side of the river reached by the wood/rope bridge has 3 with the 3d levels being tower peaks.


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 moves into the room to take a look at the books, perusing for anything that might be useful or valuable. He doesn't turn his back on the chair as he is suspicious that it might animate and attack at any second.


Vraxel's wise caution appears excessive in this case as nothing ill befalls him as he examines the books. They appear to be books focused on various forms of engineering. Randtam deduces that the library could be used to aid in knowledge engineering checks (+2 bonus) and are quite valuable (500GP).

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