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

Carefully approach the chest and search for traps, then disable trap and lock before opening the chest.
find traps: 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18
disable: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25


Vraxel sets off an poison dart trap!

dart: 1d20 + 17 ⇒ (10) + 17 = 27

He's hit for 1d6 ⇒ 2 and must make a Fort DC 17; frequency=each round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves


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

"Nine hells! That's what I get for daydreaming about food while I should be concentrating on looking for traps."

Is the chest open?

fort: 1d20 + 7 ⇒ (10) + 7 = 17
fort: 1d20 + 7 ⇒ (5) + 7 = 12
con damage: 1d4 ⇒ 3
fort: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23
fort: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17

-1 dex
-2 str
-3 con
-2 hp


Chest is open and reveals: 2,000 gp, and (as you LATER discover) figurine of wondrous power [ivory goats].


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

Looking concerned-Vraxel are you OK to continue? You have suffered more than any of us and I know your folk recover well if just given some rest and good food.


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 food help stabilize you. Count Couromac waits.

I can use a wand of lesser restore on Vraxel. Search the room for the unknown.

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


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

"Trollhound venom and poisoned darts make for a bad combo. I could use a mountain of food and a good night's rest."


Randtam wrote:

Vraxel, will food help stabilize you. Count Couromac waits.

I can use a wand of lesser restore on Vraxel. Search the room for the unknown.

[dice=perception]1d20 + 11

Nothing of note besides some well made clothing and personal effects.


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 is our plan? I can reset my spells and identify Magic if we rest. I am still heavy with fire spells. I can also take mend and fix Alamin's Magic weapon. Or we can go on.

Personal effects, any understanding of type of clothing or crest.

knowlocal: 1d20 + 11 ⇒ (17) + 11 = 28


Randtam wrote:

What is our plan? I can reset my spells and identify Magic if we rest. I am still heavy with fire spells. I can also take mend and fix Alamin's Magic weapon. Or we can go on.

Personal effects, any understanding of type of clothing or crest.

[dice=knowlocal]1d20 + 11

All of the insignae are related to house Caromarc.


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

Everyone, How long do we rest? Enough time to eat or take a full rest?


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

At this point we should rest long enough to recover all of our spells, etc. Maybe you can fix my sword and restore Vraxel to full vibrance. I have a feeling that whatever's in that next building is going to be a challenge.


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 thinks about the type of creature we have faced and tries to figure out what spells can be most effective against them. (Unnatural constructs etc.)

arcana: 1d20 + 13 ⇒ (17) + 13 = 30

Alamin, You think a challenge...any idea what it might be?

I use mend as a 6th level caster to try to repair Alamin's sword.

I use spellcraft to identify magic items.

spellcraft: 1d20 + 13 ⇒ (19) + 13 = 32

Will use wand of restoration on Vraxel once I see how his rest has helped his numbers.

Is there anything else Randtam needs to do?


Randtam wrote:

Randtam thinks about the type of creature we have faced and tries to figure out what spells can be most effective against them. (Unnatural constructs etc.)

[dice=arcana]1d20 +13

Alamin, You think a challenge...any idea what it might be?

I use mend as a 6th level caster to try to repair Alamin's sword.

I use spellcraft to identify magic items.

[dice=spellcraft]1d20 + 13

Will use wand of restoration on Vraxel once I see how his rest has helped his numbers.

Is there anything else Randtam needs to do?

You know that most constructs are non-thinking (the Beast seems to be a rare exception) and are immune to magics of the mind. They don't eat, breathe, or sleep. They are immune to most Fortitude effects. They are usually immune to ability score damage, poison, bleed, death magic, paralysis, and sleep.

You mend Alamin's sword and identity the magic items.


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

Rod of Extinguishing Flames

Figurine of Wondrous Powers (Ivory Goat)

i think the rod should go to Vraxel. (Renews to 10 charges everyday). The figurine to someone other than me. It can summon a fairly mean goat. Extra summoning for us. What do you guys think?

I wonder why The Beast is different and can think on its own? What incredible magic must have occurred to make it happen? Must be very powerful magical work here. to myself...Is this Count a genius? I agree with Alamin we need to be very careful.


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 the rod of extinguishing flame and will eat a good meal and then get as much rest as possible.


Nothing occurs during your rest. You all wake feeling much refreshed from the plush accomodations and good food.


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

Before we head out, Im going to Mage Armor myself


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 restoration does Vraxel need? Anyone have potions of lesser restoration? Uuranx, Vraxel, did I give you a pot of lesser restore? I have 4 charges left with the wand.


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

None here Randtam. I only have a CLW potion and 3 scrolls.


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

guess we are ready to move on.


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 pots of lesser restoration. Let me know if you want to use one now or not.


Let me know any other actions to restore Vraxel's frail state otherwise I'll advance to the makeshift wooden bridge between the partially collapsed building and the building across the river.

There is a 25'x25' landing on the other side of the bridge:

"One end of the demolished bridge clings to the cliff beneath a
large building. A statue of a beautiful nymph stands next to a
pair of double doors. Above the doors is a stained glass window
depicting a unicorn."


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 are Vraxel's vitals? Did he regain anything?

Should we use wand or potions?

Vraxel how are you feeling after your rest?


"Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration."

So 1 each stat.


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 was down as follows: -1 dex; -2 str; -3 con
After a night's rest think it should be: -1 str; -2 con
Vraxel has 1 potion of lesser restoration he can take if Randtam does not want to use wand.


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

For sake of moving on, figure it out later. FIOL...

Randtam uses wand of lesser restoration on Vraxel

restoreCON: 1d4 ⇒ 1

restoreSTR: 1d4 ⇒ 2


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 down 1 Con, but that makes it a 14 so doesn't impact any saves or other rolls. Let's go! What do we have left to finish in this area?


Nothing. Just across the bridge to the last building.

About 5 posts up.


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

Nymph and Unicorn any significance?

Knowreligion: 1d20 + 9 ⇒ (16) + 9 = 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

Lead the party across the bridge!

perception: 1d20 + 15 ⇒ (5) + 15 = 20


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:

Nothing. Just across the bridge to the last building.

About 5 posts up.

Vraxel couldn't remember due to all the toxins he was afflicted with the day before. I was just doing some good role playing.


Randtam wrote:

Nymph and Unicorn any significance?

[dice=Knowreligion]1d20 + 9

Nothing comes to mind. Given the relative opulence of the rest of this luxurious mansion you believe it just may be statuary art.


Vraxel wrote:

Lead the party across the bridge!

[dice=perception]1d20+15

There doesn't seem to be much else of note behind the description. You do find that the stonework here is of mastercraft quality. Someone spent a great deal of money in constructing this building.


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 lead the way.

Any Dwarven script?


Randtam wrote:

Vraxel lead the way.

Any Dwarven script?

No Dwarven script


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

We are across the bridge? Was the explosion originated from inside or outside?


Looking back at the alchemical building that held the rust monsters you can see that the Western wall of that building partially blew out and crumbled from some explosion from within. Smoke and burn stains run up the exterior of the building. It also appears that the explosion caused the original bridge to collapse and that the wooden structure you just traversed is a temporary patch. This would help to explain all the engineering gear and books in the guest rooms; but where are the engineers....?

Your position on the bridge anchor next to the building on the W side of the river is cold and exposed as you continue to chill from the spray of the waterfall and the soft breeze.


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

What type of entrance? Approach and check it for traps, then disable, open it and look around.

find traps: 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27
disable: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37
perception: 1d20 + 15 ⇒ (7) + 15 = 22


The stately double doors surrender easily to your touch and open to a 15'x20' room with doors in the N/W/S.

This room is crammed with cabinets full of weird, alchemically preserved creatures, including a pair of ice mephit wings, several large spiders, parts of a dissected giant slug, and the digestive tracts and proboscises of three stirges.


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

No magic/evil.


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 you want to examine this stuff before we move on 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

I examine these items to see if I can figure out how to help destroy these unnatural experimental atrocities.

why would someone do this? why would someone combine so many different items together. Is this person evil or is there a plausible reason behind this?

Thinking to myself. Also this is quite interesting.

Any alchemical items worth taking with us.

KnowNature: 1d20 + 11 ⇒ (2) + 11 = 13

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


Randtam's dilligent review of the materials reveals 3 doses of violet venom; quite valuable stuff to the right buyer.

http://www.d20pfsrd.com/gamemastering/afflictions/poison/violet-venom

Randtam:
Your musings on the items leads you to believe that the Count is a bit of a mad scientist. He created The Beast. He has made golem dogs and freakish metal-flesh constructs. He somewhow blew up his alchemical lab doing research. Clearly the Count is doing some cutting edge things here. It strikes you as curious, however, that the Beast would break into the antiquities department. None of the Count's research seems directed towards things of the past.


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

after looking at the Count's work it seems curious to me that he sent The Beast to get some antique artifact (seaside effigy) from a long time ago. He seems to be workings on some entirely NEW things in magic and science. Why does he need something OLD like the effigy? Any ideas why?

is The Count part of the Whisphering Way?


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

"Talking to yourself again Randtam?"

"Hmm, let's get going."

Approach the N door, search it for traps, disarm, then open and look around.

find traps: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
disable: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
perception: 1d20 + 15 ⇒ (11) + 15 = 26


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

guess you don't want to listen

In bold, Iam speaking out loud..

in italics, I am thinking to myself

But yes, Randtam has been know to talk to himself. He does have a "beautiful mind."


The door opens to a 35'x15' room with a door in the NW wall.

"This room is filled with weird-looking preserved creatures. Two
elaborately carved and painted sarcophagi stand against the east
and west walls. A pile of chains lies in the center of the floor."

Before Alamin can go through her detection routine the door of the W sarcophogus opens and a heavily bandadged figure emerges and advances towards the party-a throaty moan filled with what sounds like furious hatred comes from its head.

AlaminInit: 1d20 + 6 ⇒ (11) + 6 = 17
RandtamInit: 1d20 + 6 ⇒ (19) + 6 = 25
UuranxInit: 1d20 + 3 ⇒ (10) + 3 = 13
VraxelInit: 1d20 + 11 ⇒ (12) + 11 = 23
creature: 1d20 + 2 ⇒ (17) + 2 = 19

Alamin: 1d20 ⇒ 7
Randtam: 1d20 ⇒ 14
Uuranx: 1d20 ⇒ 5
Vraxel: 1d20 ⇒ 8
creature: 1d20 ⇒ 19

Everyone make a DC 21 Will save or be paralyzed with fear for 1d4 ⇒ 2 rounds. Take +4 for Alamin's aura of courage.


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 + 6 + 4 + 1 ⇒ (3) + 6 + 4 + 1 = 14


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

here goes

will: 1d20 + 11 + 4 ⇒ (3) + 11 + 4 = 18

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