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

Vraxel helps Randtam pack the books into his very handy, Handy Haversack. Once this is done move down the hall to the next door. Listen then open.

perception: 1d20 + 15 ⇒ (10) + 15 = 25


This room is furnished with two plush chairs sitting around a small lit fire in a cramped room with tobacco smoke stains on the walls. Numerous tobacco jars stand on a shelf next to a pipe rack filled with strange pipes.

The hallway outside this room turns N and there is a door in the E wall of the hallway before opening up to the N into what looks like a well furnished dining hall.


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

~far away look~I senese neither evil nor magic in this room.


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

Whispering Vraxel, your call. Do we want to go in. Fire is lit, how, non magical?


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 walk in the room super perceptive.

perception: 1d20 + 11 ⇒ (13) + 11 = 24


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 is surprised as Rantam presses past him into the room. He shakes his head and follows Randtam muttering "curiosity killed the cat and a few wizards as well, i'll bet."

perception: 1d20 + 15 ⇒ (13) + 15 = 28


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

Alamin tries to muffle a short, barked laugh as she hears Vraxel's mutterings. Maybe he should have 'stealthed up' and attacked it single handedly, eh Vraxel? ~gives a wide grin~


Vraxel surveys the room and it appears to be what it seemed-a well used smoke room. He can just make out some small tubes in the ceiling which appear to be used for venting the billowing smoke out of the room during use.

Randtam examines the curious fire-it comes from a cleverly designed brazier that has a chamber containing a very potent burning oil. The chamber containing the oil has a mechanical regulator on it that governs the amount of oil to be burned over time. The brazier is cool to the touch although given how almost all of the oil has been burned it must have been running for days if not weeks.


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

"Good one Alamin."

"Anything else you wanna do in here 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

If there are not any secret rooms/passages we should leave.

perception: 1d20 + 11 ⇒ (14) + 11 = 25


You don't find any.

You can go back to the room of the crazed apparatus, through the door to the E in the hallway leading to the dining area or into the dining area.


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

Head through the door to the East.

perception: 1d20 + 15 ⇒ (12) + 15 = 27


The door opens to a well appointed billiards room (20'x40), with rack of cues on one wall. A brass and gold score checker hangs by the 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

Cover Vraxel. Await for billiard table and Cues (spears) to attack.


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

"This is no damn time to be playing billiards, but I'm always ready for a meal."

Vraxel heads to the dining area to check it out.

perception: 1d20 + 15 ⇒ (19) + 15 = 34


The vaulted ceiling of this large room is adorned with gilt. A pair of halberds hang above a huge lit fireplace in the far wall. A great dining table and twelve chairs take up the center of the room.

The room is large (60'x50') and you find two secret doors to the South that lead into the library and smoke rooms previously explored. You also find a SD in the WN wall that opens to a hallway running 60' W ending in a door on the N side.

The two halberds are of MW quality and you find a sealskin cloak worth 120GP.


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

Is the dining room table set for anyone to eat. Is it dusty like it hasn't been used in a while?
Grab the stuff and go unless we wish to look around closer.

I look at Alamin to see if she has any information after her "distant look."


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

Sorry!

No evil/magic detected.


The dining room looks like it has seen infrequent use of late. You would guess no one has used it in weeks.


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

"A damn sad sight, such a fine dining room and no food, couldn't they have at least left out some cakes or pies for us."

Vraxel will take the secret door into the hallway and follow that to the N door where he goes into his trap finding and lock picking routine.

findtraps: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23
disable: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21

Assuming he can get the door open, look around.

perception: 1d20 + 15 ⇒ (11) + 15 = 26


You open the door and the sound of the waterfall immediately increases:

A narrow stone bridge without a handrail lies above the roaring river waters as they are drawn over the edge of the falls.
(
The bridge is about 3 feet wide and looks precarious at best. It ends at a narrow stone terrace with a wooden door leading into a large building that connects to the building on the other side of the river (W side).


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 is trying to decide if he could use his rope of climbing to have something to hold onto while crossing the bridge.

How far across is the bridge? Anything a rope could tie off to on either side within 60 feet?

Rope of climbing: A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.


Vraxel wrote:

Vraxel is trying to decide if he could use his rope of climbing to have something to hold onto while crossing the bridge.

How far across is the bridge? Anything a rope could tie off to on either side within 60 feet?

Rope of climbing: A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.

The bridge is only about 30' across; your rope could easily grasp the handle of the door on the other side.


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 look around the area carefully.
perception: 1d20 + 15 ⇒ (18) + 15 = 33

When he is done with his study, if there are no potential threats, he will direct the rope to fasten itself to the handle of the door on this side and the handle of the door on the far side. He will then cross the bridge while holding on to the rope.


Vraxel's careful study of the area leads him to believe that while the way across the bridge look treacherous, it is more imposing looking than it actually is. Using the rope he easily makes his wya across the bridge and nothing tries to attack him during the passage.

Alamin, after reviewing the area for evil or magic, follows him across.


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 follow Alamin across.


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 will follow Alamin across.


Assuming Uuranx goes across as well, the party is now huddled on the far side of the bridge on a stone terrace in front of a large woode 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

Vraxel, will you please open this door.

Brace myself as best as I can.


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 following


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

Look for traps. Try to jimmy the lock. Open door and look in.

findtraps: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28
disable: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23
perception: 1d20 + 15 ⇒ (20) + 15 = 35


This large workshop is crammed with alchemical equipment, but an explosion of some kind has ripped away the western wall, leaving a large gap in the floor and wall open, now wreathed with scaffolding. It looks as if a stone bridge once connected this building with another on the far side of the gorge, but only a slender rope bridge now hangs between the two.

Vraxel's keen nose smells rusting metal and sees that the alchemical equipment, which looks otherwise suberbly crafted, has been ruind by various degrees of rust. He thinks the explosion on the W wall is relatively recent (less than a month) and it looks like the bridge was intended to be a temporary measure.


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

There is some magic emmenating from under the debris to the West.


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 cautiously forward after Vraxel. Keep a good eye on the debris.


Randtam wrote:
Move cautiously forward after Vraxel. Keep a good eye on the debris.

Vraxel is still at the doorway and has not mooved into the room yet.


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 retrieves the rope and has it tie off around him and then secure itself to something sturdy in the room. After that he will venture into the debris field to see if he can find anything buried in it that might be radiating the magic detected by Alamin. If the debris shifts or falls, hopefully the rope will keep Vraxel from plummeting downward.

Once done with his preparations, "I'll check out the debris."


As Vraxel cautiously makes his way across to the debris, three insectile monsters with four legs, strange propeller-shaped protrusions at the end of their tails, and two long, feathery antennae come skittering out of the piles of alchemical equipment. The creatures make chirping and popping as they seem to be communicating with each other as they converge towards Vraxel's positon!

AlaminInit: 1d20 + 6 ⇒ (1) + 6 = 7
RandtamInit: 1d20 + 6 ⇒ (3) + 6 = 9
UuranxInit: 1d20 + 3 ⇒ (11) + 3 = 14
VraxelInit: 1d20 + 11 ⇒ (19) + 11 = 30
critterInit: 1d20 + 3 ⇒ (1) + 3 = 4


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 ⇒ (16) + 10 - 1 = 25
dam: 1d3 + 2d8 + 4 - 1 ⇒ (2) + (4, 1) + 4 - 1 = 10

dagger: 1d20 + 10 - 1 ⇒ (13) + 10 - 1 = 22
dam: 1d3 + 2d8 + 3 - 1 ⇒ (2) + (8, 8) + 3 - 1 = 20


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 up and attack with Greataxe with arcane strike rangedtouchattack: 1d20 + 9 ⇒ (16) + 9 = 25

damage: 1d12 + 9 ⇒ (12) + 9 = 21


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

What kind of creature is this?

KnowNature: 1d20 + 11 ⇒ (9) + 11 = 20

ranged touch attack acid dart: 1d20 + 5 ⇒ (15) + 5 = 20

acid damage: 1d6 + 3 ⇒ (2) + 3 = 5


Randtam wrote:

What kind of creature is this?

[dice=KnowNature]1d20 + 11

[dice=ranged touch attack acid dart]1d20 + 5

[dice=acid damage]1d6 + 3

You arent' quite sure what the 5' long, 200 lb, lobster colored creature is but it's relatively alien appearance leads you to believe it's an abberation and not something regularly found in Nature.


Vraxeldagger: 1d20 + 2 ⇒ (6) + 2 = 8
Vraxeldagger: 1d20 + 2 ⇒ (5) + 2 = 7
Uuranxaxe: 1d20 + 1 ⇒ (15) + 1 = 16


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

LS: 1d20 + 8 ⇒ (20) + 8 = 28
2d8 + 6 ⇒ (1, 5) + 6 = 12


Alaminsword: 1d20 + 4 ⇒ (15) + 4 = 19

As Vraxel strikes the beast he hears his blades crackle and whine. Looking down at them he sees that blades are now coated in a sheen of rust and have taken on the broken condition!

broken condition:
Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.
•If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
•If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.
•If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
•If the item is a wand or staff, it uses up twice as many charges when used.
•If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item's. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item's total cost to repair such damage (more if the item is badly damaged or ruined).

Vraxel and Uuranx combine to cut one of the beasts down while Randtam and Alamin damage a second one.

The two remaing creatures both attack Alamin
1d3 ⇒ 1
1d3 ⇒ 1
bite: 1d20 + 6 ⇒ (11) + 6 = 17
bite: 1d20 + 6 ⇒ (1) + 6 = 7
antennae: 1d20 + 6 ⇒ (14) + 6 = 20
antennae: 1d20 + 6 ⇒ (15) + 6 = 21

Alaminplate: 1d20 + 4 ⇒ (16) + 4 = 20
Alaminplate: 1d20 + 4 ⇒ (16) + 4 = 20

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
Carrion Crown CAW wrote:

[dice=Vraxeldagger]1d20+2

[dice=Vraxeldagger]1d20+2
[dice=Uuranxaxe]1d20+1

Did the save include bonuses for being magical daggers?


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 - 2 - 1 ⇒ (12) + 10 - 2 - 1 = 19
dam: 1d3 + 4 - 2 - 1 ⇒ (2) + 4 - 2 - 1 = 3

dagger: 1d20 + 10 - 2 - 1 ⇒ (4) + 10 - 2 - 1 = 11
dam: 1d3 + 3 - 2 - 1 ⇒ (3) + 3 - 2 - 1 = 3


Vraxel wrote:
Carrion Crown CAW wrote:

[dice=Vraxeldagger]1d20+2

[dice=Vraxeldagger]1d20+2
[dice=Uuranxaxe]1d20+1
Did the save include bonuses for being magical daggers?

Indeed. Just crap roles unfortunately...


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

"Frak, rust monsters!" shoulder my axe and punch the friggin beasties with arcane strike...punch of power: 1d20 + 8 ⇒ (3) + 8 = 11

damage: 1d3 + 6 ⇒ (3) + 6 = 9


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

On wounded creature

ranged: 1d20 + 5 ⇒ (11) + 5 = 16

aciddamage: 1d6 + 3 ⇒ (1) + 3 = 4

Would bludgeoning weapons take damage as will as slicing weapons. Is it in the blood?


Randtam wrote:

On wounded creature

[dice=ranged]1d20 + 5

[dice=aciddamage]1d6 + 3

Would bludgeoning weapons take damage as will as slicing weapons. Is it in the blood?

You deduce that it has something to do with their strange antennae (which keep whipping out at any metal that gets close) and nothing to do with the type of weapon used.

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