Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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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 ⇒ (5) + 10 = 15

Attack with my Greataxe arcanestrike: 1d20 + 11 ⇒ (2) + 11 = 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

fort: 1d20 + 7 ⇒ (3) + 7 = 10
rounds paralyzed: 2d4 ⇒ (3, 1) = 4


Half the party is overcome by the hideous howls of the skulls while the other half is rattled enough to miss on their attacks.

The last skull lets out another howl (DC 12 FORT save)

Evil chomps from the skulls
bite: 1d20 + 5 ⇒ (2) + 5 = 7 on: 1d4 ⇒ 3
bite: 1d20 + 5 ⇒ (1) + 5 = 6 on: 1d4 ⇒ 2
bite: 1d20 + 5 ⇒ (9) + 5 = 14 on: 1d4 ⇒ 4

They fly at the helpless Vraxel and Randtam but the paladins two are able to keep them at bay!

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

35/65HP
6/6 LOH
1d6 ⇒ 4
39/65HP
DC12 FORT: 1d20 + 15 ⇒ (15) + 15 = 30

It's almost like the mummy all over again. Let's finish this Uuranx!

LS: 1d20 + 8 ⇒ (14) + 8 = 22
1d8 + 3 ⇒ (7) + 3 = 10


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 ⇒ (9) + 10 = 19

attack with greataxe arcanestrike: 1d20 + 9 ⇒ (10) + 9 = 19

damage: 1d12 + 9 ⇒ (2) + 9 = 11


Alamin and Uuranx bring down a second head.

The remaining 2 heads:
bite: 1d20 + 5 ⇒ (16) + 5 = 21 on: 1d4 ⇒ 1
bite: 1d20 + 5 ⇒ (12) + 5 = 17 on: 1d4 ⇒ 2

The second head flits to the frozen form or Randtam and kisses him!

Randtam DC 16 FORT save:

A kissed opponent must succeed on a DC 16 Fortitude save or begin a terrible transformation that changes the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation). First, over a period of 1d6 hours, all the victim's hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours thereafter, when the victim's head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation's progress is paused by sunlight or any light spell of 3rd level or higher, but stopping the transformation requires remove disease or a similar effect. The transformation is a disease effect. The save DC is Constitution-based and includes a +4 racial bonus.


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

~attacking head kissing Randtam~

Get off of him you filthy thing!

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

fortsave: 1d20 + 7 ⇒ (4) + 7 = 11

I do the paralyzed pucker!


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 stares in horror as the disgusting creature kisses Randtam.
He inwardly shudders and thinks to himself: "Please not me."


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

Fie, Fie foul fiend!!!! Attack with greataxe

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

damage: 1d12 + 9 ⇒ (8) + 9 = 17


Alamin and Uuranx combine to take down a third skull!

Last skull of doom:

bite: 1d20 + 5 ⇒ (16) + 5 = 21 on: 1d3 ⇒ 3

Gives a hearty kiss to Vraxel! DC 16 FORT save or read above.

Next 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

Quit kissing my friends!

Attack with my greataxe

arcanestrike: 1d20 + 9 ⇒ (2) + 9 = 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

Silently screams: "Noooooooooo!"

fort: 1d20 + 7 ⇒ (5) + 7 = 12


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

Eyes bugging out of his head, thinking in his inner soul to find his next move....

Not you, too. Sorry Vraxel this is going to be ugly if we survive. remove disease...


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

Cuts at the head: LS: 1d20 + 8 ⇒ (11) + 8 = 19 and hits for 1d8 + 3 ⇒ (4) + 3 = 7


Alamin connects but Uuranx misses as the gorillaesque head focuses on the two of them:

bite: 1d20 + 5 ⇒ (7) + 5 = 12 on: 1d2 ⇒ 2

It misses!

Hero's 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

LS: 1d20 + 8 ⇒ (7) + 8 = 15 for 1d8 + 3 ⇒ (8) + 3 = 11


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 the greataxe arcanestrike: 1d20 + 9 ⇒ (12) + 9 = 21

damage: 1d12 + 9 ⇒ (1) + 9 = 10


With another 1-2 punch, Alamin and Uuranx take down the last winged head.

***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

As the paralysis ends: "I don't feel so good."


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

As the paralysis ends with Randtam...

This is bad Vraxel. With my limited knowledge (unless I know more) we need to remove disease or we WILL TURN!

Hopefully learn more

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


Randtam knows that the kiss of a Vargouille usually results in death within 24 hours unless a cure disease is cast (which will halt the stages of the disease but not reverse those already occured). He's not sure of the stages of the illness, but he does know that sunlight (or some good imitation thereof) will keep the disease's progression at bay for a 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

KReligion: 1d20 + 10 ⇒ (9) + 10 = 19
Heal: 1d20 + 8 ⇒ (2) + 8 = 10

Those were unholy kisses my friends; whatever effect they are having on you is beyond my skills. We must get you to a powerful priest and quickly, I think!


It is at least a hard day's march back to Lepidstadt assuming no encounters or bad weather.


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 such as magical cures to be found after the battle?

If not and If no one has remove disease potions or spells suggest we start going immediately and go as fast as we can. Do we have any magic that can help, scrolls, magic items etc? Paladins can you do anything?


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

Let's make haste. and quick. -shudders-


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 are we waiting for, let's go!


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

Cure disease is a level 6 Paladin mercy; level 3 gets me fatigued, shaken, or sickened.


After a hard day's march fighting through fatigue, the party makes it back to Lepidstadt.

But not before...

Randtam hair loss: 1d6 ⇒ 2 Vraxel hair loss: 1d6 ⇒ 6; Randtam leathery wing ears: 1d6 ⇒ 4 Vraxel leathery wing ears: 1d6 ⇒ 3

Both Randtam and Vraxel lose their hair and their ears grow into leathery wings, tentacles sprout on their chins and scalps, and their teeth become long, pointed fangs!

A quick rousting of the local priesthood and 1,500 GP results in the affliction being stopped!


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 think I just threw up a little in my mouth...


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

Did we get any advice from the local priesthood to help return back to normal?

If not I study and take 20 to find as much knowledge as I can in the extensive library in Lepidstadt.

Knowledge nature 20 + 11=31

Knowledge arcana 20+13=33


Randtam wrote:

Did we get any advice from the local priesthood to help return back to normal?

If not I study and take 20 to find as much knowledge as I can in the extensive library in Lepidstadt.

Knowledge nature 20 + 11=31

Knowledge arcana 20+13=33

A regeneration spell would do the trick.


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, we need a regeneration spell to get rid of our affliction!

Where can we go and what is the cost? Or I can be the handsome Varguille I was meant to be. Should add to intimidation scores.


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

"If you say so Randtam, never heard of a regeneration spell."

Vraxel takes to wearing the hood on his cloak so his face remains hidden.


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

"Hey, is that a tentacle under there or are you just glad to see me?"


Randtam wrote:

Vraxel, we need a regeneration spell to get rid of our affliction!

Where can we go and what is the cost? Or I can be the handsome Varguille I was meant to be. Should add to intimidation scores.

Regenerate would cost 2275 GP per casting. Scrolls could be purchased in town to resolve this.


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 wish to reverse the affliction. I spend 750GP for the Priests (half) and will spend the 2275GP to correct my situation. Total 3,025GP. Taken from my total of 3379 GP.
Adjusting my coin now.


It takes a full 24 hours for the priests to assemble the reagents required for the spell and prepare themselves, but they are happy to oblidge.

You breath a sigh of relief a the spell restores your face to its naturals beauty.


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

So happy I am back to Randtam. Go to the bar and have an ale. Anything in town going on before we go back to the Towers of Death and Destruction?


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

Thoughts of suicide leave Vraxel's head as he realizes he had more wealth than expected. He also pays for the regeneration spell and joins Randtam for a celebratory ale at the local pub.


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 the loot that I think we have. Vraxel will sell it all and split the proceeds.

Rod of flame extinguishing: 15,000GP
Mummy sarcophogus ancient Osirian make: 2,000 GP.
Ring of the ram: 8,600 GP
Chest filled with: 2,000 GP
figurine of wondrous power-ivory goats: 21,000GP
engineering books: 100 gp,
jade/gold writing set:150 gp,
portable ink jar w/ silver clasp: 20 gp
silver chain: 50 gp
gold snuff box: 400 gp
platinum magnifying glass: 600 gp
Monocle: 800 gp.
two MW halberds: 620GP
sealskin cloak: 120GP
Engineering books: 500GP
staff of swarming insects (7 charges): 3192 GP
208GP
345SP= 34GP

Total= 55,394 or 13,848 each


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, I would like for you to keep the Rod. They are hard to come by and may be very useful.

I have thousands of GP since Vraxel had 8000.

I did study the engineering book.


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 would like to purchase a Belt of Physical Might +2 Dex, +2 Con, at book price of $10,000.


Vraxel wrote:
Vraxel would like to purchase a Belt of Physical Might +2 Dex, +2 Con, at book price of $10,000.

I happily accept cash on our 8/15 meeting...

Are you guys calling it a day on the rest of the towers of death and just mail ordering for treasure?


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

Maybe some new gear will keep us from getting our asses kicked every five minutes! Vraxel would like to get his Belt and then return to the Tower.


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

It builds character. I say, off to the tower and get gear later.


Randtam=tie breaker. Hang out and let the riddle of the castle go unfinished or adventure on to solve the mysteries and finish your quet.


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

Lets go back.


After some serious review, the party agrees to return to Schloss Caromarc and see if they can settle the balance with The Count.

Another hard day's journey ensues and as the spires of the engineering marvel appear in the distance the party wonders what horrors remain to test them.

You are back at the far tower amongst the quickly rotting remains of the defeated, yet dreaded, Vargouilles. There is still a significant amount of water in the room, although it appears to have drained somewhat. There must be a fresh supply being fed from somewhere...

The room runs E-W about 100' with deep pits at each end and double doors in each NE and NW wall. A careful navigation around the pits will allow you to avoid them but if you are in a rush a DC 15 acrobatics check is required.

You can make out water filled rooms beyond each set of double doors (opened by earth elemental previously).


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

Summon I serpent as I move forward with it. It gives me Intel. Move forward.

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