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

Was Vraxel able to purchase his belt?


Vraxel wrote:
Was Vraxel able to purchase his belt?

You started to ask around about them, but were unable to find one for purchase or place an order before you began your quick march back to the fortified manor.


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

Serpent summoned....which way do you send it NE or NW.


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

NE

Let's see what happens

Talk to me Goose.


Randtam-Not sure how you communicate with it? "If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions." http://www.d20pfsrd.com/magic/all-spells/s/summon-monster Dost thou speaketh Slythern?

The enchanted serpent wriggles off towards the NE set of double doors, seamlessly sliding past the water filled pit. Its tongue flickers nervously.

If you know how to speak snake:
You can hear its hissing'This water is foul! Some nasty things have been in it and the air has a fetid stench to it. Then as it enters the opened double doors I see a circular room with a trio of headless, apelike creatures inside heavy iron cages. The waters lap against the corpses, while the twisted remnants of an iron walkway lie half-submerged in the water. Two doors sit high in the north and east walls, thirty feet above the floor. There is a set of closed double doors straight ahead in the N wall.


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

Sssss, ssss , ssssss, ssssss, s....nothing, it is not speaking to me. Dammit Viper.

Apparently I thought since it was under the celestial template it spoke celestial. Do I know how it feels, fear etc. bite and poison whatever is inside. What are the dimensions of the room. Set off all traps and return.

If there is no language under the descriptor does that mean it cannot communicate/speak with others at all?

Summon Mage Armor.


Randtam wrote:

Sssss, ssss , ssssss, ssssss, s....nothing, it is not speaking to me. Dammit Viper.

Apparently I thought since it was under the celestial template it spoke celestial. Do I know how it feels, fear etc. bite and poison whatever is inside. What are the dimensions of the room. Set off all traps and return.

If there is no language under the descriptor does that mean it cannot communicate/speak with others at all?

Summon Mage Armor.

Good call on the celestial! The serpent speaks fluent ssssnakey sssseletial and you can read the spoiler above.

"Hisss, hissss"


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 share the spoiler above with my friends.

Headless corpses. Are those the Vargoulees that attacked us before?


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

Good deduction Rand.


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

For a moment, Alamin gets a far-away look on her face then, I don't sense any active evil in the next room, just the residue from whatever was there before. I'll go first, be ready.

She then lifts up her shield in a defensive posture, and sword at the ready, slowly advances into the next 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

Randtam detects magic in the other room. Waiting upon results

Follow Alamin in,

Viper will let me know if anything moves in there and I will let Alamin know.


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 follows, remaining in the back.


Randtam's augry reveals that there is no magic in the room, although powerful magics have been wraught here before. He gets no sense of anything magical beyond the double doors to the North either.


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

Standing in the cold, stank waters Alamin thinks to herself "It's going to take a LONG time to get this armor clean! I hope there isn't to much corrosion in the greaves..."

She looks back at her companions, Unless any of you object, I'm going to try those doors and see what lies beyond them. Vraxel, do you think you could climb and reach those doors up above?


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'll give it a shot."

Send rope of climbing up to the doors then climb up.

climb: 1d20 + 11 + 10 ⇒ (17) + 11 + 10 = 38


Halfling, half-squirrel Vraxel scampers up the slick walls and makes it to upper door in the N wall.

Vraxel:
Opening the door you find a door immeidately to your N and a long hallway that runs to the E ending in a door about 70' away braced by single doors to the N & S at the end. You reason that the N/S doors open to other 'containment' areas.


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 up at Vraxel amazed by his stupendous climbing skills: What do you see 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

"A hallway with some doors, come on up."

Rope gives +10 climb check.


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

climb: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29


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

climb: 1d20 + 10 + 5 ⇒ (11) + 10 + 5 = 26


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 looks fretfully at the rope, You all might have to pull me up...

climb: 1d20 + 10 - 6 ⇒ (8) + 10 - 6 = 12
climb: 1d20 + 10 - 6 ⇒ (18) + 10 - 6 = 22
climb: 1d20 + 10 - 6 ⇒ (11) + 10 - 6 = 15


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

As the party shouts encouragment, Alamin finally finds her way to the top of the rope. She clearly needs a moment to collect herself, after which she smiles at the group, OK, now what?


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

Open the closest door.


Vraxel turns and opens the door immediately North of the one that the party just climed up through. As the door opens the stench of rotting vegitation pours through along with a multitude of small spores.

The room beyond is infested with various types of fungi that cling to every surface. Below you can see the remains of an iron walkway jutting out of the water, also covered in fungi.

You can make out double doors on the South wall down below and across on the Eastern wall is a door set at the same height as the one you just opened.

As you survey the room you see a strange plant consisting of four spidery stalks, long green tendrils, and an inverted bell-shaped cap filled with spores begin to make its way towards you....climbing up the wall!


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

Cast Mage Armor, Shield, Enlarge, in that order.


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

Close the door! Close 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

Randtam uses his extensive knowledge of nature to figure out what the strange plant and how yo destroy the spores. Specifics on fungi.

KnowNature: 1d20 + 11 ⇒ (1) + 11 = 12

Close the door! Close the door!


Randtam wrote:

Randtam uses his extensive knowledge of nature to figure out what the strange plant and how yo destroy the spores. Specifics on fungi.

[dice=KnowNature]1d20 +11

Close the door! Close the door!

Randtam knows that there are many types of aggressive fungi found across the world and that it would seem to fit the menagerie of creatures the party has stumbled across so far. Unfortunately, he has no clue what this one is specifically.


As the spider like plant continues its rapid ascent, the party can make out two other violet colored mushroom-like creatures beginning to move towards the door. Oily looking tendrils wave to and fro from deep fissures in their pointed caps...

Vraxel stares in horror as his companions plead with him to shut the door and Uuranx casts a spell.


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

Close the door.


With the spider like plant climbing the wall at a terrifying pace, and the other violet colored fungi moving towards the wall, Vraxel is abel to slam the door shut right before melee occurs. The sound of heavy thumping echoes through the thick iron-bound door and the creatures on the other side express their sincere interest in coming through to interact with the party.

WHUMP! WHUMP! WHUMP!


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 exhales in relief, Well done Vraxel. I think these rooms are holding cells of some sort to contain the Count's 'curiosities'. It looks like someone or something has sabotaged the area to stop anyone from getting to the far tower that we saw. Good thing you have that skill with your magic rope!


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 find our way to the far tower..

The towers of Death


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 to the door at the end of the hallway.

"Everyone ready?"

Open the door.


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As the party advances cautiously to the far door, Vraxel's keen eyes pick up on a small cache of items. You later identify them as:

A potion of displacement, a potion of gaseous form, and two vials of alchemically preserved basilisk blood (worth 500 GP each).

Grabbing the potentially valuable loot, Vraxel opens the Eastern door.

A grand stone bridge arches over the gorge to a stack of rock on which perches a high tower topped with a lightning rod. The bridge is about 3 feet wide and has no handrails.

A great stone tower perches atop a sheer stack of rock above the river. The tower climbs to an elaborate iron steeple, from which a huge lightning conductor calls out to the skies. You can see a finely crafted set of double doors that must provide entrance to the tower across the bridge.


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 Uuranx still casting a spell?

Damn rivers and towers.

Can't wait for Flesh whatever Golem to show up and kick our butts.

Or maybe he is nice. He hates evil!


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 looks out at yet another treacherous precipice and sighs with deep melancholy, Oh goddess, why do you challenge me so? The gifts you have given me don't seem to match up that well to the challenges you set me against! I'm sure there is a message here somewhere but I find it like looking directly into the sun. Looks like you lead again Vraxel and make handy with that magic rope of yours!


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

Cross the bridge and head to the finely crafted double doors.


The intrepid Vraxel nimbly crosses the narrow bridge, once more crossing the rushing waters down below.

The doors are of a strange wood you have never seen before and a mural of the night sky is carved into it. An elaborate set of door handles, fine brass by the looks of them, face outward. The door appears firmly shut.

Vraxel notices the masonry of the tower and that it is first rate stone work. Either master stone masons or well versed dwarves worked on this amazing structure. A quick breeze whips about the canyon, bringing you the scent of trees and nearby meadows.


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

Seeing Vraxel make his way across so readily, Alamin clutches her Sun symbol and quietly whispers, Goddess guide my steps and give me strength. and cautiously follows him across 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

Uuranx shall follow carefully also.


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

Seeing the lumbering Uuranx make it across Alamin shouts encouragement to the remaining party member, Come on Randtam! If the big ox and I can make it across you can do it no problem!


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 comes over also.


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 looks expectantly at Vraxel and then at the door and then back at Vraxel, Well....? We're waiting... and lets go a hearty chuckle.


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 looks the doors over for traps, disables any he finds and then opens the doors.

find traps: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29

disable: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19


Vraxel works the door, finding no traps but discovering it has been sealed with an 'arcance lock' which initially thwarts his efforts to open the doors. After a quick consultation with Randtam about the nature of the spell sealing the doors, Vraxel is able to finally get them open after several more attempts.

The party stands outside the tower as the doors open to reveal:

"A curving stone staircase winds along the wall of this circular chamber up to a trapdoor in the ceiling some thirty feet above. The room is in chaos, with books, alchemical equipment, and curiously twisted metal everywhere. A huge, broken cage stands in the center of the room, its bars bent and door smashed open."


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

"Why don't you guys stay here by the door and be ready to leave while I check the trap door"

Climb up the stairs and open the trap door.


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

You got it Vrax!


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 frowns and shakes her head, No, no more you going off from the rest of us and getting in trouble. I'm happy to stand a little distance from the door while you check it, but I'm not going to put 30 feet of winding stairs between you and the rest of us while whatever was in that cage is now on the loose.

With that she follows Vraxel about half way up the stairs, letting him lead the way.


As if to make her point a four-armed flesh golem of monstrously stitched together ape parts vaults down from the darkness above as Alamin and Vraxel approach the stairs. I hoots and snarls out of its many-fanged mouth as a multiude of arms smash and grab at the pair!

AlaminInit: 1d20 + 6 ⇒ (7) + 6 = 13
RandtamInit: 1d20 + 6 ⇒ (10) + 6 = 16
UuranxInit: 1d20 + 3 ⇒ (3) + 3 = 6
VraxelInit: 1d20 + 11 ⇒ (3) + 11 = 14
beast: 1d20 + 1 ⇒ (16) + 1 = 17

Randtam and Uuranx are a full move action away from melee.

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