Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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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 ideas anyone? Dig under or use brute force?


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

"Break it down?"

perception: 1d20 + 15 ⇒ (6) + 15 = 21. Take 20 if I can.
Are there any windows or climbing options to balconies?


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

Look at Alamin briefly...

Randtam detects magic on and around door.


Vraxel wrote:

"Break it down?"

[dice=perception]1d20+15. Take 20 if I can.
Are there any windows or climbing options to balconies?

There are four towers, each ascending about 200' into the air. At the top of the E side of the towers a catwalk extends across the river to a sole tower that is similar in height with a strange iron steeple atop it.

The towers are expertly constructed and you think that with the aid of your magical rope you could probably ascend to the catwalk with a moderate amount of danger (DC35 climb check), but you highly doubt any of your companions could do the same. Falling from that height (400'+) would most likely be the end of any of the party memembers.

The door itself seems good and stuck and you think that there is some type of pressure being applied from behind that is adding to the stuckness vs. just the rusted state of the door.


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 wrote:

Look at Alamin briefly...

Randtam detects magic on and around door.

I don't sense anything evil within my range.


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

"I could maybe make it to the top using the rope and then try to sneak back down and open this door from the other side. Any other ideas?"


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

That might work. I don't have any other ideas.


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 can summon a small earth elemental to dig underneath or around the door. Strength only 16 though to break down door. Maybe clear out what is behind and try again. Also try for more info

know dungeoneering: 1d20 + 9 ⇒ (1) + 9 = 10


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

"Let's try the elemental first, maybe it can make a tunnel or at least burrow through and open the door from the far side."


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

Yes, sending Vraxel up alone to a place where no one can help him sounds suspiciously like tower trolls. Randtam's elemental sounds like the best bet. Maybe you can have it focus on destroying/loosening the hinges of the door so it comes off easy?


With arcane words and intense focus, Randtam summons forth a dwarf-sized creature of dirt and stone that explodes up from the earth, faceless save for two glowing gemstone eyes. Looking at Randtam, it quickly receives direction and sets to work on the door. Melding through the surrounding walls, the party can hear the crack and crumble of stone. The rusted metal door shivers and quakes and with a sudden burst explodes outwards towards the party followed by a gush of water.

DC 14 Reflex save or be knocked prone and take 2d6 ⇒ (1, 3) = 4 from the flying door and debris.

Past the door you can see a wide hallway runnine E/W as well as stairs leading up set in the N wall.


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

DC14REF: 1d20 + 5 ⇒ (15) + 5 = 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

reflex: 1d20 + 5 ⇒ (5) + 5 = 10

Still not recovered from being mostly dead, Uuranx is knocked to the ground by the water and debris, "Unngghhh!!"


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

reflex: 1d20 + 5 ⇒ (9) + 5 = 14


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 jumps aside as the debris flies by.
reflex: 1d20 + 12 ⇒ (9) + 12 = 21


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

Explore the E/W hall.

perception: 1d20 + 15 ⇒ (4) + 15 = 19


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 not forget I have my elemental for 9 rounds. Is he still up, he can move forward to explore, and give me information.


The E/W hall still has a fair amount of water in it, about 3' deep, and extends 30' in either direction. There is quite a bit of debris in the water and you get the sense that this area was not designed this way. The going is very difficult for those under 5' tall. You can just make out double doors in the NW and NE walls.


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

should I send the elemental through the ground and open up the door to NE and NW. Maybe this will alleviate some of the water. Or perhaps the elemental can dig a trench leading the water out into the ravine/400 foot drop to river.


Randtam wrote:
should I send the elemental through the ground and open up the door to NE and NW. Maybe this will alleviate some of the water. Or perhaps the elemental can dig a trench leading the water out into the ravine/400 foot drop to river.

You don't think the elemental would be able to do any significant digging given the minute or so it has remaining on this plane. Opening doors is another matter.


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 find solid holdings or move outside. The doors E/EW are going to be opened. Beware another possible surge of water and creatures possibly inside!

Since no one had any agree/disagree thoughts. Randtam has the elemental blows the doors.


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

Hearing Randtam, Vraxel moves outside away from the door in case there is flooding.


The elemental quickly moves and opens the two sets of double doors. No additional water rushes through; the water levels must have stabilized at the 3' depth. Before the elemental returns to its home it informs Randtam that there are two 10'x10' pits hidden in the waters just in front of the now open double doors.

DC 15 perception:
A foul stench begins to waft from the W set of double doors.

DC20 perception:
You think you hear the chittering of apes of monkeys from the W set of double doors.


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

perception: 1d20 + 5 ⇒ (2) + 5 = 7

Looks safe. Let's go.


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

perception: 1d20 + 15 ⇒ (6) + 15 = 21

"Nine hells! What is that stench?! From beyond the West double doors."

"Something's making noise back there too, can't you hear it? Apes or monkeys or something."


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

Use 3 charges of CLW on myself heals: 3d8 + 3 ⇒ (3, 6, 4) + 3 = 16


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

perception: 1d20 + 11 ⇒ (2) + 11 = 13

Vraxel, can you tell me anything more. Hmm...stench and ape/monkey sounds...

KnowNature: 1d20 + 11 ⇒ (9) + 11 = 20

Is the smell coming from the water?


M-Halfling Ranger-3/Rogue-4/Cleric-1/Spherewalker-1 AC:23 Touch:16 Flatfoot:18 HP:98 Init:+12 Melee:+12/+4 +12/+3 +7/+4 Bow:+16/+3 +17/+4 (w/in 30ft)
Saves/Skills:
F+15/R+18/W+14(+2fear) Acro:16 Apr:2 Blf:7 Clb:13 Dipl:9 DD:18 Disg:6 EA:10 Fly:6 HA:6 Heal:8 Intm:6 KN(arc):6 (dun):10 (geo):6 (loc):9 (nat):9 (rel):6 Perc:18 Ride:6 SC:6 SM:12 SOH:10 Stlth:21 Surv:13 Swm:7 UMD:6
Spells:
0:Detect Magic, Guidance, Light; 1:Longstrider, Entropic Shield, Divine Favor, Obscuring Mist; Domain:Longstrider or Remove Fear

"I think the smell is from the apes too."


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

Whatever it is, it also has the stench of evil about it...


As you discuss what might be lurking behind the W double doors the shrieking gets louder and one is piercingly loud.

DC12 Fortitude check:
The evil cry pierces you to the bone and you are paralyzed for 2d4 ⇒ (3, 3) = 6 rounds.

A trio of blackened, bat-winged fiend's ape-heads flies out of the area to the West! Tentacles dangle from chin and scalp, and thier fanged ape-mouth hangs agape.

creature initiative: 1d20 + 1 ⇒ (4) + 1 = 5
AlaminInit: 1d20 + 6 ⇒ (15) + 6 = 21
RandtamInit: 1d20 + 6 ⇒ (6) + 6 = 12
UuranxInit: 1d20 + 3 ⇒ (11) + 3 = 14
VraxelInit: 1d20 + 11 ⇒ (7) + 11 = 18


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

DC12FORT: 1d20 + 15 ⇒ (14) + 15 = 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

fort: 1d20 + 7 ⇒ (17) + 7 = 24

Vraxel shoots at the nearest ape-thing with his bow.
bow: 1d20 + 12 ⇒ (15) + 12 = 27
dam: 1d6 + 2d4 + 3 ⇒ (1) + (2, 4) + 3 = 10


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

fortsave: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12

Boy do I love that Cloak of Resitance +1 I bought!

Fire MWcrossbow

attack: 1d20 + 6 ⇒ (7) + 6 = 13

damage: 1d8 ⇒ 3

What do I know about them

KnowNature: 1d20 + 11 ⇒ (8) + 11 = 19


Randtam wrote:

[dice=fortsave]1d20+ 6 + 1

Boy do I love that Cloak of Resitance +1 I bought!

Fire MWcrossbow

[dice=attack]1d20 + 6

[dice=damage]1d8

What do I know about them

[dice=KnowNature]1d20 + 11

You think they are a type of undead creature called a Vargouille; supposed to have a poison bite and disabling scream.


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

CLB: 1d20 + 5 ⇒ (20) + 5 = 25
2d8 + 4 ⇒ (3, 5) + 4 = 12


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

fort: 1d20 + 10 ⇒ (5) + 10 = 15

Fire off Jolt rangedtouchattack: 1d20 + 4 ⇒ (3) + 4 = 7


Vraxel and Alamin's arrows strike true, but both Randtam and Uuranx shoot wide of the mark.

Another head howls out a blood curdling cry (DC 12 Fort check again) as they rush forward and attack!

bite: 1d20 + 5 ⇒ (16) + 5 = 21who?: 1d3 ⇒ 2
Uuranx is bitten for 1d8 + 4 ⇒ (5) + 4 = 9 and must make a DC 12 fort save or

Fort failure:
Bite—injury; save Fort DC 12; frequency once; effect damage caused by bite can only be healed with magic if the spellcaster succeeds on a DC 20 caster level check; cure 1 save. The save DC is Constitution-based.

bite: 1d20 + 5 ⇒ (4) + 5 = 9
bite: 1d20 + 5 ⇒ (4) + 5 = 9
bite: 1d20 + 5 ⇒ (11) + 5 = 16who?: 1d3 ⇒ 1
Alamin dodges to the side!

Next round.


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

DC 12 FORT: 1d20 + 15 ⇒ (16) + 15 = 31
drops bow; pulls sword
LS: 1d20 + 8 ⇒ (5) + 8 = 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

Drop bow and use daggers, flanking beast on Uuranx if possible.

fort: 1d20 + 7 ⇒ (18) + 7 = 25

dagger: 1d20 + 10 ⇒ (2) + 10 = 12
damr: 1d3 + 2d8 + 4 ⇒ (3) + (1, 8) + 4 = 16

dagger: 1d20 + 10 ⇒ (20) + 10 = 30
dam: 2d3 + 2d8 + 6 ⇒ (2, 2) + (6, 1) + 6 = 17
Crit!


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

fortsave: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23

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

aciddamage: 1d6 + 3 ⇒ (2) + 3 = 5


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

fortscream: 1d20 + 10 ⇒ (6) + 10 = 16

fortbite: 1d20 + 10 ⇒ (13) + 10 = 23

Swing with my axe arcanestrike: 1d20 + 9 ⇒ (16) + 9 = 25

damage: 1d12 + 9 ⇒ (6) + 9 = 15


In her hurry to get her blade out Alamin's swing misses the mark, but Vraxel's second keep dagger stab destroys one of the foul heads. Uuranx and Randtam damage one of the other heads.

Another head howls in terrible howl (DC 12 Fort save).

bite: 1d20 + 5 ⇒ (12) + 5 = 17
bite: 1d20 + 5 ⇒ (5) + 5 = 10
bite: 1d20 + 5 ⇒ (20) + 5 = 25 on 1d3 ⇒ 1
Alamin receives a nasty bite for 2d8 + 8 ⇒ (2, 2) + 8 = 12 (DC 12 Fort)

Next round...


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

53/65 HP
DC 12 FORT scream: 1d20 + 15 ⇒ (19) + 15 = 34
DC 12 FORT bite: 1d20 + 15 ⇒ (6) + 15 = 21
4/6LOH 1d6 ⇒ 1
54/65HP
LS: 1d20 + 8 ⇒ (3) + 8 = 11


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

fort: 1d20 + 7 ⇒ (16) + 7 = 23

dagger: 1d20 + 10 ⇒ (18) + 10 = 28
dam: 1d3 + 2d8 + 4 ⇒ (3) + (2, 6) + 4 = 15

dagger: 1d20 + 10 ⇒ (4) + 10 = 14
dam: 1d3 + 2d8 + 3 ⇒ (3) + (7, 2) + 3 = 15


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

Swing with my greataxe arcanestrike: 1d20 + 11 ⇒ (18) + 11 = 29

damage: 1d12 + 9 ⇒ (2) + 9 = 11

fortscreaam: 1d20 + 10 ⇒ (4) + 10 = 14


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

fortsave: 1d20 + 7 ⇒ (14) + 7 = 21

rangedtouchattack: 1d20 + 5 ⇒ (6) + 5 = 11

aciddamage: 1d6 + 3 ⇒ (1) + 3 = 4


Uuranx and Vraxel badly damage another skull, but Randtam and Alamin both miss badly.

Another skull screams its baleful dirge (DC 12 FORT saves).
bite: 1d20 + 5 ⇒ (19) + 5 = 24 1d3 ⇒ 1
bite: 1d20 + 5 ⇒ (19) + 5 = 24 1d3 ⇒ 1
bite: 1d20 + 5 ⇒ (13) + 5 = 18
Alamin is the victim of 2 more bites 2d8 + 8 ⇒ (8, 8) + 8 = 24

Next round.


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

29/65HP
LOH: 1d6 ⇒ 6

LS: 1d20 + 8 ⇒ (18) + 8 = 26
confirm: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d8 + 3 ⇒ (8) + 3 = 11

DC12 FORT: 1d20 + 15 ⇒ (6) + 15 = 21
DC12 FORT: 1d20 + 15 ⇒ (3) + 15 = 18
DC12 FORT: 1d20 + 15 ⇒ (6) + 15 = 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

fortsave: 1d20 + 7 ⇒ (1) + 7 = 8

Randtan is stricken by the Varguilles baleful dirge.

what happens to the once mighty wizard?


Randtam wrote:


Randtan is stricken by the Varguilles baleful dirge.

what happens to the once mighty wizard?

The evil cry pierces you to the bone and you are paralyzed for 2d4 ⇒ (3, 1) = 4 rounds

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