Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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Opening the NW door reveals an exposed, winding, narrow pathway that climbs the bare rock face to to a structure about 50' above. There are no handrail or guide ropes and a DC 10 Climb check will be neccessary not to fall into the lower river almost 200' below...


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 hope the "rope of climbing" is being used.

I use my super skills to cross.

If the "rope" is not being used I make sure my rope is tied down on this side and I cross!

climb: 1d20 + 1 ⇒ (17) + 1 = 18

i tie the rope down now so my friends have a guide rope to help them gain access.


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

"Didn't I just get lectured about leaving unexplored rooms behind us? We should go back to the last room and check the W and the S before climbing up to this new area."


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 very carefully back to Vraxels voice and will follow his lead. Yet I think I did tie a rope to help us climb.


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 never argue with 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

Go back to the previous room and try W.

find traps: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36
disable: 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27
perception: 1d20 + 15 ⇒ (19) + 15 = 34


Now done laughing my ass off I can type.

As you walk back into the previous room you are somewhat startled to see an enourmous fleshy creature moving about the room 'sniffing' as it is led by 6 different vaguely humanoid creatures, about the size of a cat but looking more like a toothy, winged devil.

It attacks!

AlaminInit: 1d20 + 6 ⇒ (11) + 6 = 17
RandtamInit: 1d20 + 6 ⇒ (8) + 6 = 14
UuranxInit: 1d20 + 3 ⇒ (12) + 3 = 15
VraxelInit: 1d20 + 11 ⇒ (12) + 11 = 23
creature: 1d20 + 11 ⇒ (9) + 11 = 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

Attack the creature.

dagger: 1d20 + 10 ⇒ (7) + 10 = 17
dam: 1d3 + 2d8 + 4 ⇒ (1) + (2, 1) + 4 = 8

dagger: 1d20 + 10 ⇒ (19) + 10 = 29
confirm crit: 1d20 + 10 ⇒ (5) + 10 = 15
dam: 1d3 + 2d8 + 3 ⇒ (1) + (1, 8) + 3 = 13


The second blow lands but looks like some of the damage was resisted (adamantine)

The creature slams at Vraxel:

1d20 + 13 ⇒ (8) + 13 = 21
1d20 + 13 ⇒ (5) + 13 = 18
SLAM!: 2d8 + 5 ⇒ (2, 2) + 5 = 9


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

attack with arcane strike Greataxe: 1d20 + 9 ⇒ (10) + 9 = 19

damage: 1d12 + 9 ⇒ (3) + 9 = 12


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

Casts Ironskin +4AC


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

Cast Stone Call. Attempting to make sure I group as many of the smaller guys and large guy. Do not wish to rain stone upon my friends. Wanted to hit and slow down enemy.

damage: 2d6 ⇒ (6, 3) = 9


Vraxel action and then I'll post the creature's and then update where we are at.


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

Flank the thing if possible, getting on the opposite side of it as Uuranx.

dagger: 1d20 + 10 ⇒ (9) + 10 = 19
dam: 1d3 + 2d8 + 4 ⇒ (3) + (6, 8) + 4 = 21

dagger: 1d20 + 10 ⇒ (5) + 10 = 15
dam: 1d3 + 2d8 + 3 ⇒ (2) + (7, 2) + 3 = 14


Vraxel wrote:

Flank the thing if possible, getting on the opposite side of it as Uuranx.

[dice=dagger]1d20+10
[dice=dam]1d3+2d8+4

[dice=dagger]1d20+10
[dice=dam]1d3+2d8+3

Flanking will place you in the AOE of the stone call that Randtam cast (difficult terrain). Let me know if that's what you want.


Uuranx and Vraxel are unable to penetrate the creature's thick skin. Alamin casts a protective ward on herself, as Randtam pelts the creatures with stones inflicting some apparent damage.

12

The creature attacks 1d2 ⇒ 1 Uuranx:

1d20 + 13 ⇒ (5) + 13 = 18
1d20 + 13 ⇒ (18) + 13 = 31

hitting him once for SLAM: 2d8 + 5 ⇒ (3, 5) + 5 = 13


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 ⇒ (1) + 8 = 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

What is this and how do we best kill it?

KnowNature: 1d20 + 11 ⇒ (11) + 11 = 22

rangedtouchattack: 1d20 + 5 ⇒ (10) + 5 = 15

aciddamage: 1d6 + 3 ⇒ (3) + 3 = 6


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

attack greataxe: 1d20 + 9 ⇒ (4) + 9 = 13

LOH1: 1d6 ⇒ 1


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) + 10 = 11
dam: 1d3 + 2d8 + 4 ⇒ (2) + (6, 8) + 4 = 20

dagger: 1d20 + 10 ⇒ (17) + 10 = 27
damr: 1d3 + 2d8 + 3 ⇒ (1) + (3, 8) + 3 = 15


Randtam wrote:

What is this and how do we best kill it?

[dice=KnowNature]1d20 + 11

[dice=rangedtouchattack]1d20 + 5

[dice=aciddamage]1d6 + 3

It's some type of flesh golem variant:

A flesh golem is immune to any spell or spell-like ability that allows spell resistance.

DR 5/adamantine

Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.


Alamin and Uuranx's blows bounce harmlessly off the creature as one of Vraxel's dagger thrusts is able to punch through a little. Randtam's acid sizzles and pops as it eats at the creature's skin.

23

The creature attacks 1d3 ⇒ 2 Uuranx:

1d20 + 13 ⇒ (14) + 13 = 27
1d20 + 13 ⇒ (15) + 13 = 28

Hitting him twice for SLAM! SLAM!: 4d8 + 10 ⇒ (7, 4, 3, 4) + 10 = 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

Casts Bless on the party: +1 to hit and saves V fear.


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 ⇒ (19) + 10 + 1 = 30
confirm: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
dam: 1d3 + 2d8 + 4 ⇒ (1) + (1, 3) + 4 = 9

dagger: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
dagger: 1d3 + 2d8 + 3 ⇒ (2) + (4, 8) + 3 = 17


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

uh-oh

greataxe: 1d20 + 12 ⇒ (18) + 12 = 30

damage: 1d12 + 8 ⇒ (5) + 8 = 13

LOH: 1d6 ⇒ 4


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

Randtam if you have any powerful spells, now is the time!


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

With the most intense power I possess as an arcane artist of Wizadry, I cast...

FIREBALL, on the flesh like golem to melt away and destroy it.

damage: 6d6 ⇒ (2, 2, 5, 2, 5, 3) = 19


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

reflex save: 1d20 + 12 ⇒ (8) + 12 = 20
Plus evasion, should be no damage if I made the save.


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 hoping that he centered it behind the golem, therefore avoiding the need for a reflex save for Uuranx the unburnable.


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 centered exactly where he needed to blast that would cause maximum damage to the creature and minimal to nil side action to his friends.


35 Alamin's blessing helps Uuranx and Vraxel land solid blows on the creature. Randtam unleashes a blast of flame that burns the backside of the creature and while it doesn't seem to damage it at all, the creature is suddenly slowed 2d6 ⇒ (5, 2) = 7.

The firey blast does immolate 1d6 ⇒ 3 of the cat-sized winged devils turning them to dust. As the things die, the flesh golem roars in pain 6d10 ⇒ (2, 4, 4, 6, 8, 5) = 29.64

The golem slams at 1d3 ⇒ 1 Alamin:

1d20 + 13 ⇒ (12) + 13 = 25

Party action


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

Pour it on!

LS: 1d20 + 8 ⇒ (16) + 8 = 24
1d8 + 3 ⇒ (4) + 3 = 7


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 at a winged devil!

greataxe: 1d20 + 10 ⇒ (11) + 10 = 21

damage: 1d12 + 8 ⇒ (8) + 8 = 16

LOH: 1d6 ⇒ 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 spins and attacks one of the little devil like creatures.
dagger: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
dam: 1d3 + 4 ⇒ (3) + 4 = 7

dagger: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
dam: 1d3 + 3 ⇒ (3) + 3 = 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

With what I just witnessed, where would my magic missiles have the most effect...

Golem like creature or the winged devil. Does the killing of the Devils kill the creature. I attack where it will do the most good.

KnowArcana: 1d20 + 13 ⇒ (3) + 13 = 16

magic missle: 3d4 + 3 ⇒ (4, 2, 4) + 3 = 13


Vraxel, Uuranx, and Randtam finish off the remaining winged things attached to the golem.

It roars again in pain 6d10 ⇒ (9, 3, 10, 5, 6, 9) = 42 and collapses in a heap.

***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

Look around the area for anything of value.

perception: 1d20 + 15 ⇒ (4) + 15 = 19

-37hp


The combat took place in the same room that you first entered after crossing the bridge. There is nothing of real value left here.

Unexplored exits to the S & E remain...


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

Anything inside the fleshy thing?

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


Randtam wrote:

Anything inside the fleshy thing?

[dice=perception]1d20 + 11

Nothing that you see...


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

Try the S. Check for traps, disable, then open door and look around.

find traps: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
disable: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
perception: 1d20 + 15 ⇒ (13) + 15 = 28


The door yields harmlessly to Vraxel's attention.

The 15'x15' room within is dominated by the skeleton of a huge sea beast, hung from the ceiling on a set of iron rungs and held together by a steel frames. Numerous jars sit on shelves within the room, containing alchemically preserved octopuses, tubeworms, the head of a skum, a curiously repellent eel-like creature with fangs, and a strange, mermaidlike creature with the upper body of a monkey and the tail of a fish.


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
Carrion Crown CAW wrote:
Randtam wrote:

Anything inside the fleshy thing?

[dice=perception]1d20 + 11

Nothing that you see...

Guess no Uuranx cut up work with his axe or a quick detect magic before we moved on


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

. Weird stuff in here. Be carefulness!

GM:
have I started to understand anything about the creations that Count Coramc has made? Any rhyme or reason? I am worried every room has some weird creation that I do not understand. I realize we may no longer have defenses against this type o creature.


Randtam wrote:
Carrion Crown CAW wrote:
Randtam wrote:

Anything inside the fleshy thing?

[dice=perception]1d20 + 11

Nothing that you see...
Guess no Uuranx cut up work with his axe or a quick detect magic before we moved on

You can always go back if you like or in the future ask for such things.


Randtam wrote:

. Weird stuff in here. Be carefulness!

** spoiler omitted **

Randtam:
Clearly the Count is heavily involved in golem/construct making. The creatures you have seen so far have been steps in him ultimately creating the Beast. You wonder if the Beast was the pinnacle of his work or if he pushed even further and created something greater...

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
Carrion Crown CAW wrote:
Randtam wrote:
Carrion Crown CAW wrote:
Randtam wrote:

Anything inside the fleshy thing?

[dice=perception]1d20 + 11

Nothing that you see...
Guess no Uuranx cut up work with his axe or a quick detect magic before we moved on
You can always go back if you like or in the future ask for such things.

Do not like to continually ask for things like this because it can slow down game or possibly irritate others. Example " I check for a secret door" in every single room. I specifically do not carry detect magic because I think/thought other characters do. I was also not trying to tell other characters what to do. Assumed it would have been understood that I would like to have known. But we can always come back, hopefully, we do not find out... "the room with the fleshy thing is absolutely clean now"


Randtam wrote:
Carrion Crown CAW wrote:
Randtam wrote:
Carrion Crown CAW wrote:
Randtam wrote:

Anything inside the fleshy thing?

[dice=perception]1d20 + 11

Nothing that you see...
Guess no Uuranx cut up work with his axe or a quick detect magic before we moved on
You can always go back if you like or in the future ask for such things.
Do not like to continually ask for things like this because it can slow down game or possibly irritate others. Example " I check for a secret door" in every single room. I specifically do not carry detect magic because I think/thought other characters do. I was also not trying to tell other characters what to do. Assumed it would have been understood that I would like to have known. But we can always come back, hopefully, we do not find out... "the room with the fleshy thing is absolutely clean now"

It's PBP so it's pretty tought to slow it down if you post regularly (which you do). Try posting 2-3-4 different options. You aren't telling anyone what to do any more that you would IRL and we don't detect every room/thing or chop up every dead foe when we play table top. If you want to, you actually should take detect magic daily so you can post that you want to scan everything for magic. That and carry a sharp knife. :D


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

Go back and check the exit to the E.

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


As you are heading back towards the prior room you notice what can only be as secret door in the NW section of this room. You open it and find a staircase spiraling upwards.

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