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

Vraxel moves forward staying extra alert for more enemies and traps.

find traps: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38


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

~before Vraxel enters the clearing~

I will give you some blessings from Sarenrae. They should last for some time.

Uuranx-Shield of Faith +3 AC
Vraxel-Protection from Evil +2AC/saves plus other stuff
Party-Bless +1 hit/save vs fear effects
Alamin-Ironskin +4AC

The spell effects will last for several minutes


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 will cast Shield, Enlarge, and Bull strength on myself and Bull Strength on Alamin


As Vraxel approaches the large temple structure he can make out six arched openings to the bottom floor on one side; stairs to the flat second level and beyond to the tower are on the other side.

DM screen:

Vraxel: 1d20 ⇒ 18

As Vraxel gets within 40' or so of the building his keen eyes can just make out the silhoutted form of some werewolves before he hears the angry buzz of crossbow quarrels coming at him. The sound of wolf howls fills the air.

quarrel: 1d20 + 6 ⇒ (9) + 6 = 15
quarrel: 1d20 + 6 ⇒ (10) + 6 = 16
quarrel: 1d20 + 6 ⇒ (10) + 6 = 16
quarrel: 1d20 + 6 ⇒ (9) + 6 = 15

Party action


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

celestial:
And Randtam gets...thanks good buddy for blessing me so well. Blessings are good in a Temple dedicated to Desna.

Randtam looks at Alamin with a questioning look.

He quietly says, What do you sense? You are quickly and craftily getting us ready for battle.


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
Alamin Silvergleam wrote:

~before Vraxel enters the clearing~

I will give you some blessings from Sarenrae. They should last for some time.

Uuranx-Shield of Faith +3 AC
Vraxel-Protection from Evil +2AC/saves plus other stuff
Party-Bless +1 hit/save vs fear effects
Alamin-Ironskin +4AC

The spell effects will last for several minutes

A not so intelligent question now that the Gods have moved things forward while I casually speak with you.

Did not see the two previous posts. Randtam is in the mix again, looks at his Survival Guide for guidance.


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 seeks cover and uses his super eyesight to pinpoint where the arrows come from.

pwerception: 1d20 + 12 ⇒ (3) + 12 = 15


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

Silver arrows at the closest werewolf.

bow: 1d20 + 16 + 1 - 2 ⇒ (20) + 16 + 1 - 2 = 35
dam: 4d6 + 12 ⇒ (4, 1, 4, 2) + 12 = 23

bow: 1d20 + 11 + 1 - 2 ⇒ (19) + 11 + 1 - 2 = 29
dam: 2d6 + 4 ⇒ (3, 3) + 4 = 10

bow: 1d20 + 16 + 1 - 2 ⇒ (16) + 16 + 1 - 2 = 31
dam: 2d6 + 4 ⇒ (6, 4) + 4 = 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

I plan on moving in behind Alamin, if possible. If not, move forward and engage.


Randtam wrote:

Randtam seeks cover and uses his super eyesight to pinpoint where the arrows come from.

[dice=perception]1d20 + 12

Where do you take cover-in the woods or in the building?

It's dark and you are to far away to make out anything.


Vraxel wrote:

Silver arrows at the closest werewolf.

[dice=bow]1d20+16+1-2
[dice=dam]4d6+12

[dice=bow]1d20+11+1-2
[dice=dam]2d6+4

[dice=bow]1d20+16+1-2
[dice=dam]2d6+4

The WW have very good cover (full) and will be very difficult to hit from your vantage point.


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
Uuranx wrote:
I plan on moving in behind Alamin, if possible. If not, move forward and engage.

Raising her shield overhead Alamin pumps her legs and runs towards the openings to the bottom floor.

Take shelter inside! There is no safety in the woods!


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 hears Alamin's mighty yell. Run as fast as I can to shelter inside.


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

"Iomadae, aid my flight!!"

Inside I 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

Go inside


The party takes cover from the fusilade of quarrels inside the bottom floor of the temple.

The archways open into a cavernous, pillar-lined amphitheater of crumbling stone with high ceilings and a rough dirt floor strewn with bones. The skeletons of deer and other larger game animals hang from several of the columns, all of which are painted with crude symbols and marred with scratch marks. The southern portion of the room contains an elevated dais, connected to the earthen floor of the amphitheater by short stairs on either side. To the rear of the dais, an open archway
leads deeper into the ruins.


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

Can I read the symbols and marks on the columns or anywhere else?

linguistics: 1d20 + 14 ⇒ (13) + 14 = 27

Detect magic...

Alamin can you detect evil in this area?


Randtam wrote:

Can I read the symbols and marks on the columns or anywhere else?

[dice=linguistics]1d20 + 14

Detect magic...

Alamin can you detect evil in this area?

You think the symbols and marks are some type of code or runes that the werewolves use to communicate to each other. Your guess is that it is mostly symbolic/ornamental and of very little consequence.

Outside of some residual evil from all of the various WW that have been here Alamin senses nothing specifically evil in this 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

I am going to go with one all or nothing religion check on what I know about Desna. I hope my understanding of this religion can help us in the Temple. Did I pay attention at university and while conversing with others. I learned more from my reading at Ascanor Lodge. Of course if this fails, I am sure, Vraxel is getting closer to his Goddess here. His memory shall return.

religion: 120 + 9 = 129

Try again, but I like that roll!

religion: 1d20 + 9 ⇒ (10) + 9 = 19


Randtam wrote:

I am going to go with one all or nothing religion check on what I know about Desna. I hope my understanding of this religion can help us in the Temple. Did I pay attention at university and while conversing with others. I learned more from my reading at Ascanor Lodge. Of course if this fails, I am sure, Vraxel is getting closer to his Goddess here. His memory shall return.

[dice=religion]1s20 + 9

Try again, but I like that roll!

[dice=religion]1d20 + 9

Desna was one of the first deities, but while her peers burdened themselves with the task of creating Golarion she spent her time building the heavens. She's changed little since those earlier days, and she and her followers delight in exploring the world.

Desna is an ancient goddess of freedom and luck, and is credited with the creation of the heavens. In her earliest days the god Curchanus, an enemy of the goddess Lamashtu, was her mentor. Lamashtu laid a trap for Curchanus and stripped him of his beast domain, ripping it from his godly essence. As he died he gifted Desna with the domain of travel; she has traveled the planes and worlds since, opposing both oppression and Lamashtu wherever she encounters them, and spreading her word while making an effort to experience new wonders when she can.

Temples of Desna are few and far between, with most locations dedicated to the goddess being no more than roadside shrines erected in her honor; her faithful often leave markings and dedications in newly discovered areas and secluded locales. Those few temples that do exist often serve as observatories and are as open to the night sky as possible.


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

Approach the dais, using the stairs to the left.

find traps: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37


There are no traps on the stairs or the dais.

Heading up the party sees a hallway to the left running about 30' ending with arched openings on the L and R.


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

Move down to the arched openings.

find traps: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38

Do you want me to roll find traps and perception both?
It's basically same roll with added +2 bonus to find traps.


Vraxel wrote:

Move down to the arched openings.

[dice=find traps]1d20+16+2

Do you want me to roll find traps and perception both?
It's basically same roll with added +2 bonus to find traps.

Nah, I'll assume you are doing both with the same roll. Also, feel free to use Alamin's 'detect evil' when you think appropriate; just let me know.

The archway to the left has a small iron portcullis that is bent to the side. It does not appear trapped. The archway to the right, however, has some type of magical glyph sketched out on it and it looks particularly dangerous....


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

Detect evil...

Take a look at the magical glyph. I do not try to read it yet. Just trying to understand what type of glyph it could be and what damage it can do. If it is something that could be safe to read I will.

So #1. spellcraft: 1d20 + 14 ⇒ (15) + 14 = 29

Then arcana: 1d20 + 14 ⇒ (8) + 14 = 22


Randtam wrote:

Detect evil...

Take a look at the magical glyph. I do not try to read it yet. Just trying to understand what type of glyph it could be and what damage it can do. If it is something that could be safe to read I will.

So #1. [dice=spellcraft]1d20 + 14

Then [dice=arcana]1d20 + 14

Alamin does not detect any evil.

You believe it is a symbol of pain:

each creature within the radius of a symbol of pain suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.

Very difficult to disable; you know that Vraxel was extremely lucky even to have detected it...


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, that was was an exceptional catch on the glyph. This could have inflicted massive pain and damage to us.. Share all I know to the group. I am not sure I can magically disable this glyph. I could attempt this and hope for the best. Is there another path we can follow?

Using my knowledge how could I disable this if I even could? What would I need to do?

What is a Symbol of Pain doing in a Temple Of Desna? This Temple has lost its identity. How long this must have taken to deteriorate to such a state of anger and despair? I guess this location has been absolutely lost to all of the Desnean faith. No Desneans did anything? Roadside shrines compared to a magnificent temple standing before us, has this Goddess lost its power and faith of her people? What a shame!


Randtam wrote:

Vraxel, that was was an exceptional catch on the glyph. This could have inflicted massive pain and damage to us.. Share all I know to the group. I am not sure I can magically disable this glyph. I could attempt this and hope for the best. Is there another path we can follow?

Using my knowledge how could I disable this if I even could? What would I need to do?

What is a Symbol of Pain doing in a Temple Of Desna? This Temple has lost its identity. How long this must have taken to deteriorate to such a state of anger and despair? I guess this location has been absolutely lost to all of the Desnean faith. No Desneans did anything? Roadside shrines compared to a magnificent temple standing before us, has this Goddess lost its power and faith of her people? What a shame!

A successful dispel magic or disable device would do it.

The other door with the bent portcullis is also available...


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

"Don't go near it Randtam. Its a magical trap, I can attempt to disable it or we can go the other way. So far Desna's luck has been with me, hopefully she is looking out for us."


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 does not have Dispel Magic at this time. Let's try the other way.

Detect Magic...Alamin detects evil down to the portcullis.

Depending on information...the Glyph may be the one that is not heavily protected and if passed will gain us passage by some defenders. Maybe they rely upon the Glyph since it is almost difficult to perceive and difficult to disable so left less or unprotected. Thoughts/Ideas?


No evil or magic is detected in the room beyond the portcullis but the pungent stench of rotting flesh wafts out from the room.


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 stealths forward ahead of the group through the portcullis to determine what is ahead.

stealth: 1d20 + 19 ⇒ (7) + 19 = 26
perception: 1d20 + 17 ⇒ (2) + 17 = 19


The small iron portcullis that once blocked the entrance to this room has been bent to the side, allowing access to what lies beyond. The chamber might once have been some sort of private quarters, though no furnishings remain. Dirt and dust across lie tracked across the floor, and the pungent stench of rot ebbs from the room.

Vraxel finds numerous tracks of humans, wolves, and hybrid WW. The smell of rot comes from a human corpse lying in a crumpled heap in the corner. The corpse, clearly killed by a WW, wears a plain iron ring etched with strange symbols still wrapped around her pallid finger.

DC20 Knowledge religion:
The symbols are those of the Whispering Way.

The body also clutches a leather satchel containing a number of onyx gemstones ranging in value from 50-200 GP each; 1,000 GP total.

DC20 Knowledge arcana:
The onyxes are a material component for the animate dead spell.

Lastly the corpse carries a map of Ustalav with several coordinates scrawled on the back.

DC15 Knowledge geography:
The coordinates identify the towns or Ravengro and Lepidstadt, a location near Ascanor Lodge (likely the Stairs of the Moon), and the ghost town of Feldgrau in the Furrows of Ardeal.


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

Detect Magic on body and items

knowarcana: 1d20 + 8 ⇒ (3) + 8 = 11


Uuranx wrote:

Detect Magic on body and items

[dice=knowarcana]1d20 + 8

No magic found.


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

know Religion: 1d20 + 9 ⇒ (9) + 9 = 18

KnowArcana: 1d20 + 14 ⇒ (18) + 14 = 32

KnowGeo: 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

know geo: 1d20 + 6 ⇒ (16) + 6 = 22

The coordinates identify the towns or Ravengro and Lepidstadt, a location near Ascanor Lodge (likely the Stairs of the Moon), and the ghost town of Feldgrau in the Furrows of Ardeal.


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

Any exits other than the way we came in?


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 wrote:

[dice=know geo]1d20+6

The coordinates identify the towns or Ravengro and Lepidstadt, a location near Ascanor Lodge (likely the Stairs of the Moon), and the ghost town of Feldgrau in the Furrows of Ardeal.

The onyxs are the material component for the animate dead spell.


Vraxel wrote:
Any exits other than the way we came in?

Your options are-glyphed entryway or up the outside stairs to the next level (taking potential xbow shots from WW).


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 ⇒ (12) + 10 = 22

Alamin shares the religion spoiler 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

Vraxel has everyone stay back while he tries to disable the magical
trap.

disable: 1d20 + 17 + 2 ⇒ (15) + 17 + 2 = 34


Vraxel slowly uses some small tool brushes to alter the glyph. As he dose it begins to glow and pulse, finally staying fully lit. It glows brightly for a few moments and then fades to dark.

You believe you have disarmed it.


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

...And you're going to keep believing it until you get 60 feet away from the glyph and your little halfling body gets wracked with pain...At least it only lasts one hour....unless....


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

Move forward past the glyph.

perception: 1d20 + 17 ⇒ (2) + 17 = 19


This room may once have served as some sort of private quarters. Only a few pieces of rusted metal furniture remain, the rest having long rotted away. The dirt has been swept clear from most of the floor, exposing the flagstones beneath.


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 is moving behind Vraxel's superb scouting and trap finding skills. Detect evil

Detect magic in room.

Perception: 1d20 + 12 ⇒ (19) + 12 = 31


Randtam wrote:

Randtam is moving behind Vraxel's superb scouting and trap finding skills. Detect evil

Detect magic in room.

[dice=Perception]1d20 + 12

You find neither evil nor magic in the room but your keen eyes do notice that several stones in the north corner seem to be out of place. Your think that someone has moved and replaced them recently and that there must be some type of passage or room beyond them.


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 point out to Vraxel the spot I notice seems recently replaced.


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

Check out the spot that Randtam points out to Vraxel, looking for traps and remove. If no traps, then move the stone to see if there is something beyond.

find traps: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33
disable: 1d20 + 17 + 2 ⇒ (3) + 17 + 2 = 22

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