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

Vraxel, I shall need to study this potent artifact more. I will be extremely careful, this is nothing to trifle with my friend.


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

DM:
Have I figured out exactly what the eye symbol means. Is it a symbol of the Whisphering Way...if so may not want to be carrying this around, definitely will not tell a soul other than this trustworthy group. Do Uuranx or Alemin know? BTW do I sense an alignment now?.


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:
Vraxel, I shall need to study this potent artifact more. I will be extremely careful, this is nothing to trifle with my friend.

Do be careful Randtam. Neutrality is really another word for "sometime ally of evil". You aren't far from the edge; don't cross it. Investigating evil artifacts sometimes has a way of affecting the mind, even the strongest ones.


Randtam wrote:

** spoiler omitted **

Randtam:
You have zero clue what the eye symbol means, but you haven't found any reference to it in your readings. How would you sense alignment?

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

DM:
i would find a place to study...a library or study abroad through traveling/battle to find the information I need.

Also I can ask my friendly Paladins.


Randtam:
I'll keep your interest in the Eye in mind should any clues appear. You can ask the pallys at any time.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Vraxel:
maybe making to much out of things! but involving our lawful good paladins may be an issue. You know the artifact, it may not be pure but can help us in the future. I ask your advice...


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'm smashing something with my axe soon...


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

Well said Uuranx the Holy Basher of Blood.

Your axe shall taste blood soon, or those who once had blood.


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
Randtam wrote:
** spoiler omitted **

"There should be no secrets between friends."


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

Alemin and Uuranex please look at a previous post where I discovered knowledge arcana and read please. Maybe one of you can sense alignment on the artifact.


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 believe Master Welch already told us that there was no alignment to detect...


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

~after a few minutes of intense focus~

I sense nothing evil about these items, although Sarenrae's blessings in this area are new to me. However, if Uuranx senses nothing amiss about them as well [he doesn't] then they should be fine. I can't imagine the Professor would direct us to find something that he knew to be evil and could harm us without some type of warning. I think Vraxel's question is wise. Does it really work and can you use it Randtam? I would think this a tool of charlatans used to bedevil the simple minded, but again if the Professor knew about it then I am much more inclined to belive its powers are real. Randtam, do you know what the glass vials are for?


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 study the item extensively

Identify and Spellcraft/Arcana: 1d20 + 9 + 10 ⇒ (10) + 9 + 10 = 29


GM passes secret message on a piece of paper to Randtam:

These glass vials are held within stylized cold-iron casings

etched with strange runes, necromantic designs, or other

eldritch markings. Within the vial roils a small wisp of white

vapor, churning as if caught in a miniature vortex of air.

They are Haunt Siphons.

To capture a haunt’s energies within a haunt siphon, you need

only twist the metal casing to open the vial in the same round that

the haunt manifests (a standard action)—this can be before or

after the haunt has acted. You must be within the haunt’s area of

influence to use a haunt siphon. When you activate a haunt siphon,

it deals 3d6 points of positive energy damage to a single haunt.

If it deals enough damage to the haunt to reduce the haunt’s hit

points to 0, the mist inside the haunt siphon glows green—if it

does not reduce the haunt to 0 hit points, the haunt siphon is still

expended and becomes nonmagical. It may take multiple haunt

siphons to destroy powerful haunts. A haunt that is neutralized

by a haunt siphon takes a –5 penalty on its caster level check to

manifest again after its reset time passes.

A haunt siphon that neutralizes a haunt can no longer be used

to harm haunts, but it can be used as a grenadelike splash

weapon that deals 1d6 points of negative energy damage

with a direct hit. Every creature within 5 feet of the point

where the haunt siphon hits takes 1 point of negative

energy damage from the splash.


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

HOLY crap!

DM:
can anyone use this? It seems incredibly powerful. I study this when I can. Not trying to hide this but wonder if it is more powerful in lawful good/paladin hands. How many times does it work? So many questions...


Randtam:
Costa Rica's on the board! You know from your studies that devices like this are designed to be used by anyone and no class/alignment will have an advantage with them. They only work once (per the description). Costa Rica just scored AGAIN baby! Suck it Uruguay! Anyways, the devices are fairly specialized and only work against haunts. So very valuable, but only in the right circumstances.


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 next friends?"


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

This item is very valuable and will come in handy in the future, the device works against haunts. Please read the spoiler above "friends"


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:
Randtam wrote:
Vraxel, I shall need to study this potent artifact more. I will be extremely careful, this is nothing to trifle with my friend.
Do be careful Randtam. Neutrality is really another word for "sometime ally of evil". You aren't far from the edge; don't cross it. Investigating evil artifacts sometimes has a way of affecting the mind, even the strongest ones.

Alamin you have an interesting if not one sided view of neutrality.


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:
Alamin Silvergleam wrote:
Randtam wrote:
Vraxel, I shall need to study this potent artifact more. I will be extremely careful, this is nothing to trifle with my friend.
Do be careful Randtam. Neutrality is really another word for "sometime ally of evil". You aren't far from the edge; don't cross it. Investigating evil artifacts sometimes has a way of affecting the mind, even the strongest ones.
Alamin you have an interesting if not one sided view of neutrality.

Maybe you can explain it better to me? Darkness exists so that we can recognize the light; without one can the other truly exist? Evil I understand. It has a purpose and I have mine, and although I find it abhorrent and have dedicated my life to destroying it I recognize it for what it is. Being neutral however, to me, seems worse than being evil. You do what you feel to be right, but your decisions are not guided by a moral compass and therefore capricious and subject to circumstance. That lack of certainty reduces the trust you can earn because who knows what will seem like a good idea to you at the time? When good seems just as deplorable as evil and you strive to find "balance" that means that today you might be willing to help us and work for a commmon goal, where tomorrow you may find it to work counter to our purpose. Most unsettling. In the end you will find that you have to pick a side because the two poles already have and there can be no place for a middle ground between them. Sarenrae grant you that light before the end.


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

"Alamin, while I don't disagree with you entirely, I will say that nothing in life is certain, and good people make bad decisions all the time. So until Randtam gives me a reason not to trust him, I will trust him just like I trust the rest of you."


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 if you lose your battle against evil then all is evil in the world with no chance for good to come back?


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

What is "most unsettling" to me is you only see one perspective...Yours. When there is too much "good or evil" in the world chaos will exist. One side in control will destroy that which it wants to create. Those among the population shall rebel against a one sided world. Thus once again bringing good vs. evil.

Those of us shall watch the atrocities occur on both sides. It is what it is. Balance is the key.


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
Vraxel wrote:
"Alamin, while I don't disagree with you entirely, I will say that nothing in life is certain, and good people make bad decisions all the time. So until Randtam gives me a reason not to trust him, I will trust him just like I trust the rest of you."

Good people do make bad decisions, usually for the right reasons. As for trust, yes I will "trust" Randtam until he proves that he is unworthy of it. Yet, I will also know that his motivations may be uncertain, not because he holds malice in his heart, but rather that he is like a ship without a rudder and holds an uncertain course.


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:
So if you lose your battle against evil then all is evil in the world with no chance for good to come back?

If evil ever is to completely defeat good, then yes there will be no chance for this world. It is said that in the universe there are many worlds, of which some have fallen to evil. They will not be brought back to the light on their own. Darkness does not need the light for its purpose as the light is alien and contrary to it. Darkness proves itself in darkness.


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

"Enough with the talk, it gets us nowhere, let's do something, what are we going to do next? Randtam, what did you discover about the board? Can we use it to aid our quest?"


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:

What is "most unsettling" to me is you only see one perspective...Yours. When there is too much "good or evil" in the world chaos will exist. One side in control will destroy that which it wants to create. Those among the population shall rebel against a one sided world. Thus once again bringing good vs. evil.

Those of us shall watch the atrocities occur on both sides. It is what it is. Balance is the key.

I see more than my perspective. Understanding the mind of darkness may be perilous, but to truly understand what you are for you must also understand what you are against. Law and Good together rebut your theory of chaos and it is not control that the just strive for but rather the spreading the blessings of a secure society to all. Balance means that just as many suffer as are blessed. Balanced. How can this be better than all being blessed? Why would you rebel against that?

Sadly, we will probably never know as the struggle between these forces is the struggle of all time itself. Sadly, if those of you that strike for balance would commit to the light fully things would go better.

So it is our lives are but brief lines in the book of ages. We won't get a resolution today at any rate. Is there anything else you can tell us about the items discovered in the crypt, and how should we divide the rest of it? Do we owe any recompense to the Pharasmites?


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
Vraxel wrote:
"Enough with the talk, it gets us nowhere, let's do something, what are we going to do next? Randtam, what did you discover about the board? Can we use it to aid our quest?"

~smiling~

Seems good Uuranx is rubbing off on you. Next you'll be carrying an axe?


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 I were as big as Uuranx, I would use an axe, for me a dagger will have to make do."


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:
"Enough with the talk, it gets us nowhere, let's do something, what are we going to do next? Randtam, what did you discover about the board? Can we use it to aid our quest?"

Yes I am sure we can use this item to aid our quest.

To Jon: I did tell you to read the spoiler. It will do a better job of explaining than Randtam can.


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
Vraxel wrote:
"If I were as big as Uuranx, I would use an axe, for me a dagger will have to make do."

~more smiles~

What about a hand axe? Or a really big meat cleaver? Or a dagger that looks like an axe? Actually, having seen your work with a dagger maybe we could convince Uuranx to use a really big dagger...


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17
Carrion Crown CAW wrote:

No traps, sorry.

Except for....

psyche.

You find a dozen silver arrows, four sun rods, six flasks of holy water, 10 +1 arrows, five +1 ghost touch arrows, two +1 undead bane arrows, five potions of cure light wounds, two potions of lesser restoration, a scroll of detect undead, two scrolls of hide from undead, a scroll of protection from evil, and a thin darkwood case decorated with an image of a scarab with a single eye glaring from
its back-very similar to the one on the book found in the Professor's chest.

WELCOME TO LEVEL 2!

How do we divide this?


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:
Carrion Crown CAW wrote:

No traps, sorry.

Except for....

psyche.

You find a dozen silver arrows, four sun rods, six flasks of holy water, 10 +1 arrows, five +1 ghost touch arrows, two +1 undead bane arrows, five potions of cure light wounds, two potions of lesser restoration, a scroll of detect undead, two scrolls of hide from undead, a scroll of protection from evil, and a thin darkwood case decorated with an image of a scarab with a single eye glaring from
its back-very similar to the one on the book found in the Professor's chest.

WELCOME TO LEVEL 2!

How do we divide this?

Who has a bow? I do not. Nor would I take the CLW potions as I can call on the blessings of Sarenrae. The sun rods have no value to me as I have ample darkvision. Most of these items I would think would be used communaly by us, the real question being who carries what. Also, again I think we should give something to the Pharasmites at some point as this bounty was claimed from their crypt.


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

"That's a lot of arrows. Maybe I should purchase a bow. What does a sun rod do?"


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 have a light crossbow not a bow. May be a good idea Vraxel to get a bow. Wish I could learn to use one. Maybe Uuranex too.

Vraxel and Uuranex take two CLW potions each and I will take the fifth, knowing I may be giving it to the big guy.

I can cast protection from evil if necessary already.

Don't Paladins have some sort of detect or hide from undead in their DNA?

Potions of lesser restoration will be very important in the future. I can carry them to help all of you.

I would like to keep the wooden box.

Alamin: I agree the Pharasmites should receive some items. It is only fair and balanced to do so.


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 gladly take the two clw pots and I will defer to Alamin about Pharasmite recompense. The rest divide up as you see fit.


Randtam wrote:

I have a light crossbow not a bow. May be a good idea Vraxel to get a bow. Wish I could learn to use one. Maybe Uuranex too.

Vraxel and Uuranex take two CLW potions each and I will take the fifth, knowing I may be giving it to the big guy.

I can cast protection from evil if necessary already.

Don't Paladins have some sort of detect or hide from undead in their DNA?

Potions of lesser restoration will be very important in the future. I can carry them to help all of you.

I would like to keep the wooden box.

Alamin: I agree the Pharasmites should receive some items. It is only fair and balanced to do so.

Randtam as future Fox News host....?


What does a sunrod do?

DC 15 Arcana or identify:

This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.


Assuming no other actions during the next three days besides deep philosophical discussions on good evil chaos and law-on the fourth day after the funeral you finally convince both the Church and the Town Hall to grant you access to the archives. Alamin helps the cause by donating 50 GP to the church in appreciation of their forebearance in exploring the crypt as well as providing healing and medical care to some sick villagers. Father Grimburrow takes a small group of acolytes to further examine the crypt as it had not been opened in centuries and would provide some better understanding of the early days of the church and its rites.

On day 4 each of you can start making one roll per day against the following:

Knowledge-history or local up to DC 20 and 25 for information on Harrowstone. Randtam has already found out up to DC 15.

Randtam's findings:

DC 10: Harrowstone is a ruined prison—

partially destroyed by a fire in 4661, the building has

stood vacant ever since. The locals suspect that it’s

haunted, and don’t enjoy speaking of the place.

DC 15: Harrowstone was built in 4594. Ravengro

was founded at the same time as a place where guards and

their families could live and that would produce food and

other supplies used by the prison. The fire that killed all

of the prisoners and most of the guards destroyed a large

portion of the prison’s underground eastern wing, but

left most of the stone structure above relatively intact.

The prison’s warden perished in the fire, along with his

wife, although no one knows why she was in the prison

when the fire occurred. A statue commemorating the

warden and the guards who lost their lives was built in

the months after the tragedy—that statue still stands on

the riverbank just outside of town. This is the statue that was

recently and shockingly defaced by some mysterious miscreant.


Between his prior knowledge and his study of the Professor's library Randtam's brilliance has already learned all that will be learned in this Town about the Whispering Way.

Randtam's findings:

DC 10: The Whispering Way is a sinister

organization of necromancers that has been active in the

Inner Sea region for thousands of years.

DC 15: Agents of the Whispering Way often

seek alliances with undead creatures, or are themselves

undead. The Whispering Way’s most notorious member

was Tar-Baphon, the Whispering Tyrant, although the

society itself has existed much longer than even that

mighty necromancer.

DC 20: The Whispering Way itself is a series of

philosophies that can only be transferred via whispers—

the philosophies are never written or spoken of loudly,

making the exact goals and nature of the secretive

philosophy difficult for outsiders to learn much about.

DC 25: Exact details on the society are difficult

to discern, but chief among the Whispering Way’s goals are

discovering formulae for creating liches and engineering

the release of the Whispering Tyrant. Agents often travel

to remote sites or areas plagued by notorious haunts

or undead menaces to perform field research or even to

capture unique monsters. Their symbol is a gagged skull,

and those who learn too many of the Way’s secrets are

often murdered, and their mouths mutilated to prevent

their bodies from divulging secrets via speak with dead.


Once the party has unlocked the DC 25 Harrowstone secrets, then they will be able to do some more specific research....

What secrets do you not even know to look for yet?

Woooo, spoooooky rhosts!


Having access to the Town Hall and Church archives gives you a +6 on your checks on researching Harrowstone.


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

Day 4 research on Harrowstone: 1d20 + 2 + 6 ⇒ (19) + 2 + 6 = 27


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

Sorry to steal your glory Randtam; maybe you can discover the prisoner's secrets!

Friends I have learned much in studying at the church:

Alamin's findings:
DC 20: Most of the hardened criminals sent

to Harrowstone spent only a few months imprisoned, for

it was here that most of Ustalav’s executions during that

era were carried out. The fire that caused the tragedy was,

in fact, a blessing in disguise, for the prisoners had rioted

and gained control of the prison’s dungeons immediately

prior to the conf lagration. It was only through the self-

sacrifice of Warden Hawkran and 23 of his guards that

the prisoners were prevented from escaping—the guards

gave their lives to save the town of Ravengro.

DC 25: At the time Harrowstone burned, five

particularly notorious criminals had recently arrived at

the prison. While the commonly held belief is that the

tragic fire began accidentally after the riot began, in fact

the prisoners had already seized control of the dungeon

and had been in command of the lower level for several

hours before the fire. Warden Hawkran triggered a

deadfall to seal the rioting prisoners in the lower level,

but in so doing trapped himself and nearly two dozen

guards. The prisoners were in the process of escaping

when the panicked guards accidentally started the fire in

a desperate attempt to end the riot.


These are knowledge history or local checks with the +6 for the archive resources. You can now research against specific criminals housed in the prison.

DC 15 prisoner research:
DC 15: Originally, Harrowstone housed only

local criminals, but as the prison’s fame spread, other

counties and distant lands began paying to have moredangerous criminals

housed within this prison’s walls.

At the time of the great Harrowstone Fire, the number of

particularly violent or dangerous criminals imprisoned

within the dungeons below was at an all-time high.

DC 20 prisoner research:

DC 20: The five most notorious prisoners

in Harrowstone at the time of the great fire were Father

Charlatan, the Lopper, the Mosswater Marauder, the

Piper of Illlmarsh, and the Splatter Man.


DC 25 prisoner research:

Once you discover the names of the 5 infamous prisoners that were housed at Harrowstone you must select one to make a DC 25 check against to get more information.


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

Looks like Alamin unlocked the secrets!


Only on Harrowstone. You still have to research the prisoners...


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 don't have knowledge history or local, so I will just sit back and watch these guys.

Can I buy a short bow in town?

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