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

Randtam you can wear both amulet natural armor and ring of protection, they stack, natural armor bonus and deflection bonus.

"I'll take point."

move forward
perception: 1d20 + 18 ⇒ (9) + 18 = 27


Not finding anything else of note in this area do you take the N door, the S door, or head back to the last area with the two doors?


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

Place an amulet of natural armor on my body.


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

N DOOR


This room is about 30x15 with a door in the W wall.

Lavishly furnished, this chamber obviously houses a person of high station. A large desk and plush chair stand next to the south wall, across from an opulent bed against the north wall between two windows. The other furnishings in the room, including a large sea chest in one corner, are clearly of good quality, though an unpleasant fishy smell hangs in the air, particularly near the bed.


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

perception: 1d20 + 18 + 2 ⇒ (16) + 18 + 2 = 36
Looking for traps.

Cast detect magic as well.


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An open coffer near the foot of the bed has a number of empty and broken glass bottles, some with still a bit of liquid remaining in their bottom or spilled on the floor. A small taste indicates that these were various cure wounds potions at some point.

The wooden sea chest in the corner is locked, and after a brief struggle with the closure (DC 30) it opens to reveal two blue glass bottles containing elixirs of swimming, 2 potions of water breathing in brass vials, and a fish boat feather token (acts as a swan boat feather token but the boat takes the form of a giant fish). In addition, the chest contains three disturbing statuetts depicting a bizarre tentacled beast, a vaguely humanoid thing with ichthyic and batrachian features, and a crouching humanoid figure with an octopoid head and dragon wings. They are crafted from a strange reddish gold metal and are worth 500 GP each.


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 detect evil on the items


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

Take a close look at the statuettes. Are they similar to what we saw earlier walking into the temple? Do I recognize anything else? Also do I know what/where the strange reddish gold metal is/comes from?

KnowReligion: 1d20 + 11 ⇒ (11) + 11 = 22

KnowNature: 1d20 + 16 ⇒ (20) + 16 = 36

How do we divvy up the goods? I think the swim potions should definitely go to someone who has heavy armor and will most likely sink to the bottom.


The items appear to be free of any evil.

Rantam determines that these statues contain some distinct similarities to the second statue deeper in the temple. The form appears to be some manifestation of an Abyssal demon-god; most vile. The strange reddish gold is colloquially known as 'fishgold' that is sometimes collected from the depths of Lake Encarthan's bed. He has never heard of this quantity being found in one place before. Other than its color, it is indistinguishable from normal gold and has the same value.


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

Gather the treasure and check door in west wall for traps.
find traps: 1d20 + 18 + 2 ⇒ (16) + 18 + 2 = 36

If nothing found go ahead and open the door.


A small ship’s bell mounted on a ship’s wheel sits atop a small altar of green stone at the far end of this chapel. A mosaic on the wall above the altar portrays a sea captain on the deck of a ship in the midst of a raging storm.

Four men, looking over the mosaic, cry out in dismay at your sudden appearance and attack. They seem clothed and equipped similarly to the men in the central chamber that you previously faced.

AlaminInit: 1d20 + 6 ⇒ (13) + 6 = 19
RandtamInit: 1d20 + 6 ⇒ (2) + 6 = 8
UuranxInit: 1d20 + 3 ⇒ (1) + 3 = 4
VraxelInit: 1d20 + 11 ⇒ (2) + 11 = 13
foes: 1d20 + 7 ⇒ (19) + 7 = 26


A sudden bank of fog clouds your view of the men. Three force weapons shaped as tridents appear and attack!

on: 1d4 ⇒ 1 Alamin
FW: 1d20 + 13 ⇒ (19) + 13 = 32
1d8 + 5 ⇒ (2) + 5 = 7

on: 1d4 ⇒ 4 Vraxel
FW: 1d20 + 10 ⇒ (12) + 10 = 22
1d8 + 5 ⇒ (8) + 5 = 13

on: 1d4 ⇒ 3 Uuranx
FW: 1d20 + 9 ⇒ (9) + 9 = 18
1d8 + 3 ⇒ (3) + 3 = 6


Alamin is skewered by a trident, but the other two miss.

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

Summon 2
Small air elemental whirlwinds the fog out away 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

Feather the nearest foe.

bow: 1d20 + 17 ⇒ (15) + 17 = 32
dam: 2d6 + 4 ⇒ (1, 5) + 4 = 10

bow: 1d20 + 12 ⇒ (4) + 12 = 16
dam: 2d6 + 4 ⇒ (3, 3) + 4 = 10

bow: 1d20 + 17 ⇒ (16) + 17 = 33
dam: 2d6 + 4 ⇒ (4, 6) + 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

Attack with falchion powerattack&arcanestrike: 1d20 + 16 ⇒ (15) + 16 = 31

confirm crit: 1d20 + 16 ⇒ (3) + 16 = 19

critdamage: 4d4 + 44 ⇒ (1, 1, 4, 4) + 44 = 54 ornoncritdam: 2d4 + 22 ⇒ (1, 1) + 22 = 24

2nd attack powerattack&arcanestrike: 1d20 + 9 ⇒ (14) + 9 = 23

damage: 2d4 + 22 ⇒ (2, 4) + 22 = 28


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 steps up to add some damage to the one the Vraxel fires at:

scimitar1: 1d20 + 13 ⇒ (10) + 13 = 23
1d6 + 5 + 2d6 ⇒ (6) + 5 + (5, 4) = 20
scimitar2: 1d20 + 8 ⇒ (5) + 8 = 13
1d6 + 5 + 2d6 ⇒ (2) + 5 + (4, 6) = 17


Randtam's elementals clear the fog away allowing Vraxel and Alamin to badly wound one parishioner who is finished off by Uuranx's second blow; his first blow cuts down a foe with but a single stroke of his massive falchion.

The two men standing fight on!

dice:

on: 1d4 ⇒ 2 Randtam
FW1: 1d20 + 13 ⇒ (20) + 13 = 33
1d8 + 3 ⇒ (3) + 3 = 6

confirm: 1d20 + 13 ⇒ (7) + 13 = 20
1d8 + 3 ⇒ (7) + 3 = 10

on: 1d4 ⇒ 3 Uuranx
FW2: 1d20 + 13 ⇒ (5) + 13 = 18
1d8 + 3 ⇒ (4) + 3 = 7

on: 1d4 ⇒ 3 Uuranx
touchattack: 1d20 + 9 ⇒ (9) + 9 = 18
1d6 + 1 ⇒ (1) + 1 = 2

on: 1d4 ⇒ 1 Alamin
touchattack: 1d20 + 9 ⇒ (12) + 9 = 21
1d6 + 1 ⇒ (2) + 1 = 3

Randtam his damaged by a force trident for 16 points, and Uuranx gets hit by an icicle for 3.

Party action.


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

Falchion Feistiness!! powerattack&arcanestrike: 1d20 + 16 ⇒ (6) + 16 = 22

damage: 2d4 + 22 ⇒ (2, 1) + 22 = 25

2nd strike powerattack&arcanestrike: 1d20 + 9 ⇒ (16) + 9 = 25

confirm crit critconfirm: 1d20 + 9 ⇒ (15) + 9 = 24

damage: 4d4 + 44 ⇒ (3, 4, 2, 3) + 44 = 56


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

If Vraxel and Uuranx do not kill the two, fire magic missiles.

Damage: 4d4 + 4 ⇒ (2, 1, 3, 2) + 4 = 12


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

Fire away!

bow: 1d20 + 17 ⇒ (1) + 17 = 18
dam: 2d6 + 4 ⇒ (1, 5) + 4 = 10

bow: 1d20 + 12 ⇒ (8) + 12 = 20
dam: 2d6 + 4 ⇒ (5, 5) + 4 = 14

bow: 1d20 + 17 ⇒ (16) + 17 = 33
dam: 2d6 + 4 ⇒ (3, 3) + 4 = 10


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 Uuranx shatter one of the two remaining foes, Alamin lends her blade to Vraxel's bow shots:

scimitar1: 1d20 + 13 ⇒ (6) + 13 = 19
1d6 + 5 + 2d6 ⇒ (4) + 5 + (6, 5) = 20
scimitar2: 1d20 + 8 ⇒ (5) + 8 = 13
1d6 + 5 + 2d6 ⇒ (6) + 5 + (5, 2) = 18


The combined efforts of Vraxel, Alamin, and Randtam are enough to lay low the last foe.

***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

Take a look around.

Perception: 1d20 + 18 ⇒ (12) + 18 = 30


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 magic in room. Take a deliberate search of the altar and persons.

perception: 1d20 + 15 ⇒ (11) + 15 = 26

58/72 HP


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The door in the W wall leads back out to the vestibule. Vraxel notices that the figure in the mosaic is clearly the same man depicted in the statue in the town square-Cassius Undiomede, the founder of Illmarsh. The ship's bell is engraved with a word-'Conqueror'.

The men are equipped similar to the others:
4 pot CMW
4 MW chain shirt
4 MW lt Xbow
4 MW sickle
4 amulets of natural armor +1
236 GP of coin and other valuables


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

After Alamin does a detect evil wave

spellcraftCMW: 1d20 + 18 ⇒ (14) + 18 = 32
spellcraftCMW: 1d20 + 18 ⇒ (8) + 18 = 26
spellcraftCMW: 1d20 + 18 ⇒ (18) + 18 = 36
spellcraftCMW: 1d20 + 18 ⇒ (15) + 18 = 33
spellcraftAmulet: 1d20 + 18 ⇒ (8) + 18 = 26
spellcraftAmulet: 1d20 + 18 ⇒ (14) + 18 = 32
spellcraftAmulet: 1d20 + 18 ⇒ (12) + 18 = 30
spellcraftAmulet: 1d20 + 18 ⇒ (5) + 18 = 23

Any knowledge about the Conqueer

knowledge-local: 1d20 + 15 ⇒ (20) + 15 = 35

I think each one of us should get another CMW pot.


Two centuries ago, when the smuggler captain Cassius Undiomede proved too much of a thorn in the side of the Count of Versex to ignore, yet remained too difficult to pin down and bring to justice, the count did the only thing that he could to bring the rogue to heel—he granted him a lordship. Lord Undiomede was given the stretch of coastline from the Detstach River to the northern edge of the Soddentimbers with the rights and duties to all incomes derived therein. Captain Undiomede’s cargoes were now legitimate and therefore subject to taxation by the county. The smuggler’s camp used by Undiomede became the settlement of Baytown (eventually renamed Illmarsh), and the count’s own customs office was placed prominently in the center of town.

Now a legitimate trader, Lord Undiomede built up Baytown as a fishing and trading community and relocated his residence, known as Undiomede House, beyond the edge of town to the site of an old ring of stone menhirs, erected thousands of years earlier by a savage druid cult that occupied the area before waves of settlers drove them out. Lord Undiomede quickly became a successful merchant— his trading ventures always proved lucrative, with nary a ship lost to the merciless storms of Lake Encarthan. Baytown’s fishing f leet always seemed to come in with the most bountiful of catches, and even long-lost sunken treasures turned up in the fishing nets of the townsfolk with astonishing regularity. Tax revenue flowed from Baytown into Versex’s coffers—in amounts far greater than expected from the tiny town—causing no end of speculation in Thrushmoor as to the source of Undiomede’s ungodly luck.


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

Check for secret doors and passages.

Another set of the same weaponry. Someone has their fangs into the town of Illmarsh.

Comrades, I believe we need to be ready for some serious struggles. I hope you all love the water because we will end up there soon. Lord Undiomede was lucky...why? Did he decide to take the easy route and make a deal with some entity? Or did some thing take his soul? Either way it seems obvious there is a major problem here. If we can ascertain why and when things detoured from the original plan...Baytown becoming Illmarsh, we may understand the true nature of this place.

Once we are done with this temple we need to visit where Lord Unimede set up his operation. A savage Druid cult was established where he built his home. I wonder why? Safe defenses or was he coerced?

Vraxel the point is 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

There are no unexplored exits from this room or the room before, correct? If so go back a couple rooms and take the S door.

perception: 1d20 + 18 ⇒ (11) + 18 = 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

"We need to wipe out this abomination of a cult!"


As the party reenters the main worship area you see what you assume to be a few priests moving from the bodies of the slain towards the door you just exited.

Accompanying the men is a 8' lobster-like monstrosity, it's carapace covered in barnacles, slime, and what appears to be fresh sea weeds. Spotting you it roars in fury and moves to attack.

DC 25 perception:
You hear an audible click from the door behind you; it sounds like a lock turning shut.

AlaminInit: 1d20 + 6 ⇒ (6) + 6 = 12
RandtamInit: 1d20 + 6 ⇒ (10) + 6 = 16
UuranxInit: 1d20 + 3 ⇒ (20) + 3 = 23
VraxelInit: 1d20 + 11 ⇒ (19) + 11 = 30
foes: 1d20 + 11 ⇒ (5) + 11 = 16

Vraxel, Uuranx, and then Randtam/foes, last is Alamin.

There are 3 men and the lobster beast.


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

Attack the Lobstrosity

Bow: 1d20 + 17 ⇒ (13) + 17 = 30
Dam: 4d6 + 4 ⇒ (1, 5, 2, 2) + 4 = 14

Bow: 1d20 + 12 ⇒ (13) + 12 = 25
Dam: 4d6 + 4 ⇒ (5, 3, 2, 1) + 4 = 15

Bow: 1d20 + 17 ⇒ (3) + 17 = 20
Dam: 4d6 + 4 ⇒ (5, 6, 6, 4) + 4 = 25


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

activate touch of rage1 optimisticgambler: 1d4 + 1 ⇒ (3) + 1 = 4

attack the lobster roll with my ginsu falchion powerattack&arcanestrike: 1d20 + 20 ⇒ (15) + 20 = 35

confirm crit: 1d20 + 20 ⇒ (15) + 20 = 35

critdamage: 4d4 + 54 ⇒ (1, 2, 3, 2) + 54 = 62

Slicey-Dicey, Oncey-Twicey!powerattack&arcanestrike: 1d20 + 13 ⇒ (3) + 13 = 16

damage: 2d4 + 27 ⇒ (4, 3) + 27 = 34


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

Target strongest human...two scorching rays.

rangedtouchattack: 1d20 + 7 ⇒ (1) + 7 = 8

scorch: 4d6 ⇒ (2, 5, 1, 1) = 9

rangedtouchattack: 1d20 + 7 ⇒ (14) + 7 = 21

scorch: 4d6 ⇒ (5, 3, 2, 3) = 13

What do I know about lobstrocity? pereception: 1d20 + 15 ⇒ (2) + 15 = 17


Man 1
on: 1d4 ⇒ 2 Randtam
force weapon: 1d20 + 10 ⇒ (6) + 10 = 16
1d8 + 3 ⇒ (4) + 3 = 7

Man 2
on: 1d4 ⇒ 2 Randtam
force weapon: 1d20 + 10 ⇒ (5) + 10 = 15
1d8 + 3 ⇒ (5) + 3 = 8

Man 3
ice storm bludgeoning: 3d6 ⇒ (6, 6, 2) = 14
ice storm cold: 2d6 ⇒ (2, 2) = 4
No saving throw; -4 perception; area treated as difficult terrain

Lobstrosity
on: 1d3 ⇒ 2 Uuranx
claw 1: 1d20 + 16 ⇒ (19) + 16 = 35
2d6 + 17 ⇒ (1, 5) + 17 = 23
grapple: 1d20 + 19 ⇒ (6) + 19 = 25
claw 2: 1d20 + 16 ⇒ (2) + 16 = 18
2d6 + 17 ⇒ (2, 1) + 17 = 20
grapple: 1d20 + 19 ⇒ (10) + 19 = 29


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 lobstrosity
scimitar 1: 1d20 + 13 ⇒ (14) + 13 = 27
1d6 + 5 + 2d6 ⇒ (1) + 5 + (1, 3) = 10
scimitar 2: 1d20 + 8 ⇒ (4) + 8 = 12
1d6 + 5 + 2d6 ⇒ (2) + 5 + (4, 3) = 14


The first two of Vraxel's arrows puncture the lobstrosity's carapace but do not seem to do much damage while the third deflects harmlessly off. Uuranx's first axe strike is solid but appears to do much less damage than usual.

Randtam misses badly with his first ray, but the second hits the man doing some damage. He is totally confused by the lobstrosity and can only guess that it is a creature from the depths of the Lake.

Alamin connects once with her blade which cuts through the creature's layers of armor with ease.

Two force weapons miss Randtam, but he entire party is pummeled by ice and cold.

Not sure how the lobstrosity's attacks impact Uuranx?

Next round.


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 shifts his attack to the man that cast the ice storm. If he can somehow flank then add 2d6 to damage.

bow: 1d20 + 17 ⇒ (15) + 17 = 32
dam: 2d6 + 4 ⇒ (5, 1) + 4 = 10

bow: 1d20 + 12 ⇒ (2) + 12 = 14
dam: 2d6 + 4 ⇒ (3, 4) + 4 = 11

bow: 1d20 + 17 ⇒ (12) + 17 = 29
dam: 2d6 + 4 ⇒ (5, 3) + 4 = 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

No one is physically in contact with the guys so fireball. Detonate on them.

DC reflex 19

fire: 9d6 ⇒ (5, 5, 2, 5, 5, 5, 3, 6, 5) = 41


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

break grapple cmd: 1d20 + 30 ⇒ (3) + 30 = 33

attack with falchion powerattack&arcanestrike: 1d20 + 20 ⇒ (8) + 20 = 28

damage: 2d4 + 27 ⇒ (3, 1) + 27 = 31

2nd attack with falchion powerattack&arcanestrike: 1d20 + 13 ⇒ (13) + 13 = 26

damage: 2d4 + 27 ⇒ (4, 4) + 27 = 35


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

Forgot to ask correctly, not perception but knowledge about the lobstrocity. Did I notice Alamin beautiful slice through the creature with her silver weapon?

KnowNature: 1d20 + 16 ⇒ (3) + 16 = 19


Man1
DC19 REF 1: 1d20 ⇒ 13
Man 2
DC19 REF 2: 1d20 ⇒ 6
Man 3
DC19 REF 3: 1d20 ⇒ 14

Man 1
on: 1d4 ⇒ 3 Uuranx
FW: 1d20 + 10 ⇒ (9) + 10 = 19
1d8 + 3 ⇒ (6) + 3 = 9

Man 2
on: 1d4 ⇒ 1 Alamin
FW: 1d20 + 10 ⇒ (12) + 10 = 22
1d8 + 3 ⇒ (6) + 3 = 9

Man 3
Greater command the man speaks a single word 'Fall' and the party suddenly feels compelled to lay prone on the ground. DC 19 Will save or lay down on the ground; you can make an additional DC 19 Will save each round for 9 rounds.

Lobstoristy
Seeing that Uuranx is to mighty to be moved it attacks 1d2 ⇒ 2 Vraxel
claw 1: 1d20 + 16 ⇒ (17) + 16 = 33
2d6 + 7 ⇒ (5, 3) + 7 = 15
grapple: 1d20 + 19 ⇒ (5) + 19 = 24
claw 2: 1d20 + 16 ⇒ (7) + 16 = 23
2d6 + 7 ⇒ (1, 6) + 7 = 14
grapple: 1d20 + 19 ⇒ (15) + 19 = 34


Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

DC 19 Will: 1d20 + 18 ⇒ (9) + 18 = 27
Attacking lobstrosity again
scimitar 1: 1d20 + 13 ⇒ (1) + 13 = 14
1d6 + 5 + 2d6 ⇒ (6) + 5 + (4, 1) = 16
scimitar 2: 1d20 + 13 ⇒ (16) + 13 = 29
1d6 + 5 + 2d6 ⇒ (1) + 5 + (6, 2) = 14


Vraxel hits the ice storm man with two bow shots and all three men are immolated by Randtam's blazing ball of fire barely keeping to their feet.

Uuranx hacks away at the lobstrosity dealing some damage but both of Alamin's blade strokes glance harmlessly off the things thick carapace.

Randtam thinks the lobstrosity comes from the depths of the nearby lake, but can guess little else. He does see that when Alamin's blade connects that it does a healthy amount of damage.

DC 19 Will saves and then party action.


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

will: 1d20 + 14 ⇒ (5) + 14 = 19

For the grapple, was Vraxel in reach? Alamin and Uuranx are in melee with it. Vraxel was standing in the back with Randtam using his bow.

Vraxel's CMD=23
If grappled will try to escape.
escape artist: 1d20 + 10 ⇒ (12) + 10 = 22


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

will: 1d20 + 14 ⇒ (19) + 14 = 33

Summon III

Hyenas using superior summoning hyenas: 1d3 + 1 ⇒ (2) + 1 = 3

First two on spellcaster, flank if possible. Add bonus if I can. Third hyena on another man.

bite: 1d20 + 5 ⇒ (2) + 5 = 7

damage: 1d6 + 5 ⇒ (2) + 5 = 7

bite: 1d20 + 5 ⇒ (19) + 5 = 24. Possible trip[

damage: 1d6 + 5 ⇒ (4) + 5 = 9

bite: 1d20 + 5 ⇒ (17) + 5 = 22. Possible trip

damage: 1d6 + 5 ⇒ (5) + 5 = 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

Here goes will: 1d20 + 17 ⇒ (14) + 17 = 31


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

attack lobsterfest powerattack&arcanestrike: 1d20 + 20 ⇒ (6) + 20 = 26

damage: 2d4 + 27 ⇒ (3, 3) + 27 = 33

second attack powerattack&arcanestrike: 1d20 + 13 ⇒ (14) + 13 = 27

damage: 2d4 + 27 ⇒ (4, 4) + 27 = 35

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