Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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Randtam is indeed within the lobstrosity's reach as it's long clawed arms easily reach past the front lines of the party 1d20 ⇒ 11 and while he nimbly evades the crushing grasp of the first claw the second grabs him and SQUEEZES for 2d6 + 7 ⇒ (4, 6) + 7 = 17 and draws him into its slimy tentacles V: 1d20 + 23 ⇒ (15) + 23 = 38 C: 1d20 + 19 ⇒ (15) + 19 = 34.

Vraxel breaks free at the last moment evading whatever sinister powers the tentacles possess!

In the meantime Uuranx continues hacking away at it, his powerful strokes muted by the things sound armor. The thing does appear to be weakening, however.

The creature's other claw reaches at 1d2 ⇒ 1 Alamin 1d20 + 16 ⇒ (4) + 16 = 20 but she cleanly blocks it with her shield.

One of Randtam's hyenas hamstrings a man, bringing him to the ground and ripping out his throat. The other two are able to combine to would Mr. Ice Storm, but he still stands if barely.

on: 1d4 ⇒ 1 Alamin
force weapon: 1d20 + 10 ⇒ (5) + 10 = 15
It glances off her armor!

Negative energy explodes from the remaining men causing:
5d6 ⇒ (6, 3, 5, 4, 6) = 24 DC15 Will for 1/2
and
2d6 ⇒ (4, 4) = 8 DC10 Will for 1/2


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

DC15 will: 1d20 + 18 ⇒ (2) + 18 = 20
DC10 will: 1d20 + 18 ⇒ (5) + 18 = 23
scimitar 1: 1d20 + 13 ⇒ (2) + 13 = 15
1d6 + 5 + 2d6 ⇒ (4) + 5 + (5, 5) = 19
scimitar 1: 1d20 + 8 ⇒ (9) + 8 = 17
1d6 + 5 + 2d6 ⇒ (6) + 5 + (6, 2) = 19

Alamin shrugs off most of the negative energy bursts but it throws off her blade strokes.

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

Randtam is stunned that the lobstrocity can reach that far. He reacts quickly using pure reflexes avoiding a claw. But...the second claw was wide open and gaping waiting for Reflexive Randtam to spin into its crushing grip. Pain rips through Randtam as the claw shreds his body and negative energy saps his very life force.

will: 1d20 + 14 ⇒ (20) + 14 = 34

will: 1d20 + 14 ⇒ (6) + 14 = 20

Randtam takes 16 more points of damage.

Remains three hyenas die from men blowing up.

7/72 HP left

Randtam attempts to drink CMW

CMW: 2d8 + 3 ⇒ (8, 8) + 3 = 19

If Randtam can use his teleport power he will teleport back to the previous room. Ability a conjuraton school Wizard possesses. 30 feet/level


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 ⇒ (2) + 14 = 16
will: 1d20 + 14 ⇒ (17) + 14 = 31

Target ice storm man
Bow: 1d20 + 17 ⇒ (14) + 17 = 31
Dam: 2d6 + 4 ⇒ (4, 4) + 4 = 12

Bow: 1d20 + 12 ⇒ (17) + 12 = 29
Dam: 2d6 + 4 ⇒ (1, 2) + 4 = 7

Bow: 1d20 + 17 ⇒ (1) + 17 = 18
Dam: 2d6 + 4 ⇒ (2, 5) + 4 = 11

-63hp


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

will no 1: 1d20 ⇒ 3

will no 1: 1d20 ⇒ 16

Falchion of Lobster Peeling powerattack&arcanestrike: 1d20 + 20 ⇒ (17) + 20 = 37

confirm crit: 1d20 + 20 ⇒ (17) + 20 = 37

damage: 4d4 + 54 ⇒ (4, 4, 4, 2) + 54 = 68

With Some Butter Please powerattack&arcanestrike: 1d20 + 13 ⇒ (2) + 13 = 15

boooooo!


Randtam wrote:

Randtam is stunned that the lobstrocity can reach that far. He reacts quickly using pure reflexes avoiding a claw. But...the second claw was wide open and gaping waiting for Reflexive Randtam to spin into its crushing grip. Pain rips through Randtam as the claw shreds his body and negative energy saps his very life force.

[dice=will]1d20 + 14

[dice=will]1d20 + 14

Randtam takes 16 more points of damage.

Remains three hyenas die from men blowing up.

7/72 HP left

Randtam attempts to drink CMW

[dice=CMW]2d8 + 3

If Randtam can use his teleport power he will teleport back to the previous room. Ability a conjuraton school Wizard possesses. 30 feet/level

My bad Randtam, the claw was on Vraxel, not you.


Vraxel's keen bow shots lay low Icy McIceface and Uuranx's mighty stroke cuts down the lobstrosity.

As the massive thing dies the evil energy contained within it explodes blasting everyone with carapace shards and concussive energy.

DC 20 REF save or take 8d6 ⇒ (2, 5, 2, 5, 4, 3, 5, 5) = 31

The blast crushes the last remaining man to the ground, killing him.

***end of combat***


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 20 REF: 1d20 + 7 ⇒ (8) + 7 = 15

Alamin's heavy armor prevents her from getting out of the way of the blast.


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

come on reflexes dc20 ref: 1d20 + 12 ⇒ (15) + 12 = 27

-73hp

"And me without my bib..."


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

reflex: 1d20 + 18 ⇒ (9) + 18 = 27
Search the area.
"Think we need some healing before moving on."
Perception: 1d20 + 18 ⇒ (8) + 18 = 26

-80 hp


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

reflexDC20: 1d20 + 9 ⇒ (20) + 9 = 29

Randtam 27/72 HP. CMW was the bomb.

Claw and failed reflex save = Randtams death. Whew!

Detect magic and check the area.

perception: 1d20 + 15 ⇒ (13) + 15 = 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

Sarenrae's blessings my friends.

pulse: 16d6 ⇒ (3, 4, 4, 2, 4, 5, 1, 3, 1, 3, 5, 2, 6, 4, 1, 2) = 50

Let me know what other healing I can provide.


1 person marked this as a favorite.

You find on the bodies:
2 potions CMW
2 MW chain shirts
2 MW light Xbow
2 MW sickle
2 amulets of natural armor +1
359 GP
1 potion of barkskin (+4)
+1 morningstar
ring of protection +1
ring of swimming


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

spellcraftCMW: 1d20 + 18 ⇒ (4) + 18 = 22
spellcraftCMW: 1d20 + 18 ⇒ (19) + 18 = 37
spellcraftAmulet: 1d20 + 18 ⇒ (18) + 18 = 36
spellcraftAmulet: 1d20 + 18 ⇒ (5) + 18 = 23
spellcraftPotBark: 1d20 + 18 ⇒ (7) + 18 = 25
spellcraftMorn: 1d20 + 18 ⇒ (11) + 18 = 29
spellcraftPro1: 1d20 + 18 ⇒ (10) + 18 = 28
spellcraftSwim: 1d20 + 18 ⇒ (13) + 18 = 31

Identified all...who wants 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

Channel: 5d6 ⇒ (3, 4, 1, 6, 6) = 20
More heals for all.

-10hp


After a brief rest, the party continues its search of the temple grounds finding no further resistance.

You do find 3 very curious things, however:

1. The church is clearly no temple to Gozreh or any other god that serves the weal of men. Randtam can't find an exact name but has no doubt that the men here are worshipers of a foul demon lord.
2. There are seven dead bodies, all with their heads missing-necks ending in gory stumps. A few of the corpses are withered and shrunken, as if drained of their life force as well. Further inspection reveals that they were not decapitated-instead, it appears that something exploded out of the victim's necks, likely destroying their heads in the process. There is insufficient gore where the bodies are found for the destruction of the heads to have occurred there-one would expect to see great spatters of blood as well as obvious pieces of debris from the apparently exploded craniums. Instead it appears that the people died elsewhere and were then brought to the temple. All of the bodies are dressed like normal Illmarsher townsfolk or fishermen except one, which wears clothes more fitting an urban merchant than a humble village fisherman, though they are now stained with mud and blood. Vraxel finds a small cermaic egg similar to the one found on the Whispering Way assaasin in Thrushmoor. There is also a scrap of paper in the man's pocket with this note: "Rider on the way with effigy. Meet at Old House outside town for exchange."
3. A young Illmarsh couple, Rufus and Imelba Tulby who provide the following information-The Neighbors have not shown up to take a fostering in weeks, so Father Voltiaro decided to take the Tulby's 3-month-old second daughter to Undiomed House and contact the Neighbors from there. The Tulby's don't know much about the Neighbors but they do know that they bring peace and good fortune to Illmarsh and that all second and thrid daughters are given to them for fostering. The girls are never seen in town again, but Father Voltiaro assures everyone that they live long and happy lives among the Neighbors, where they become the wives of powerful village headmen and hold position of great respect and honor. The Tulbys were not happy to see their daughter taken away, but it is how things have always been done in Illmarsh, and it is not their place to change 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

Off to '"Old House" or House Undomed?


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

Do we know if the 2 houses are the same? Let's go.

perception: 1d20 + 18 ⇒ (9) + 18 = 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

Should we inform Mayor Greedle on our findings here before we go to this house?


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

"Sure, maybe he can tell us something about the house."


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

Tell the mayor about our findings. I have thoroughly diplomisized him. With my 1's. But I will try again.

Mayor Greedle, what can you tell us about the neighbors? They seem to be respected in Illmarsh. Is there anything you can tell us about the House Unidome? Anything you can add about the actual house itself? Has it ever been called the Old House?" Is there somewhere in or around Illmarsh called an Old House?

diplomacy: 1d20 + 18 ⇒ (9) + 18 = 27

How is his affliction...better or worse? perception: 1d20 + 15 ⇒ (19) + 15 = 34


His skin condition appears unchanged; your conjecture is that it's chronic, maybe a result of the marshy conditions of the town.

After hearing your report on the conditions in the 'temple'-I knew those priests were doing something nefarious behind the scenes, but like I said they have almost everyone under their control or in their purse. As for the Neighbors, they’re from a little settlement out in the wilds down bay; so small it doesn’t even have a name. Never been down there myself, and I don’t know many who have, but they’re good people. Folks around here consider them a kind of good luck charm for the town. I suppose there’s some trails that lead to their village or what have you, but they mostly just come to town every once in awhile when they have business to attend to. House Unidome and Old House are one and the same, sure enough. It's built near the edge of the Soddentimbers about 2 miles up river from here off of a small lake. It's been abandoned for about 70 years or so, since the Unidome family failed with the death of Claudius and the disappearance of his son Manus. It is said to be haunted or some such nonsense.


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

Do I know anything about the disappearance of Manus and anything else about the old house?

knowlocal: 1d20 + 15 ⇒ (17) + 15 = 32

Head to the House or meet the Neighbors?


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

House first?


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

Let's do it.


Randtam wrote:

Do I know anything about the disappearance of Manus and anything else about the old house?

[dice=knowlocal]1d20 + 15

Head to the House or meet the Neighbors?

You know that Claudius was found stabbed to death and Manus was never seen or heard from again. The House is rumored to have been built around extremetly ancient druidic stone menhirs.


The party finds a faint overgrown trail outside of town which might possibly have once been a carriage path but it does lead in the direction of the House.

After a few miles journey you crest a medium sized hill atop which sits the stately ruins of Undiomede House-a massive two story structure that must have once been grand but now looks grim and foreboding. The carriage path leads up to the main entrance of the structure.

A small colonnade supports a short, covered stair leading to the front doors of the manse. Cracked and lichen-covered statues of merfolk bearing tridents stand upon stone pediments flanking the entrance.


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 ⇒ (8) + 18 = 26

Cast detect magic.

Get good look at mermaid statues.


No magic is evident from what you can see and you determine that the mermaid statues are quite normal. They must have once been works of art and of the highest craft, but time and the elements have worn them down and now they appear much more mundane.


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

A pained look on her face, Great evil has been done in this place over the years, and now I sense the presence of something else entirely. A feeling of evil that I have never experienced in all my years. The Light will preserve us, but we must be careful.


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

"In we go, anyone have any spells to cast before we enter?"

Wait for any spells then up the stairs to the front door.

Look for traps on stairs and door. If none, then open the door and take a look.

find traps: 1d20 + 20 ⇒ (8) + 20 = 28
perception: 1d20 + 18 ⇒ (9) + 18 = 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

Alamin casts heroism on Vraxel and Uuranx (80 minute duration):

+2 morale bonus on attack rolls, saves, and skill checks.

and Ironskin on herself, AC now 32.


Vraxel opens the door to find the room beyond fully enveloped in a thick bank of fog.


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

Cast Mage armor.

Is this a spell? Is it natural?

spellcraft: 1d20 + 18 ⇒ (18) + 18 = 36

KnowNature: 1d20 + 15 ⇒ (17) + 15 = 32


Randtam guesses that it's a spell as he knows that fog does not usually form up inside of buildings. Maybe a fog cloud spell?

DC 17 Will saves from everyone or become confused:

d% Behavior
01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject's self)


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

will: 1d20 + 18 ⇒ (6) + 18 = 24


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 ⇒ (20) + 14 = 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

will: 1d20 + 14 ⇒ (10) + 14 = 24

Summon air elemental


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

will: 1d20 + 17 ⇒ (7) + 17 = 24


The party feels a wash of jumbled emotions pass over them which they are able to shake off. Randtam's summons elementals which begin to whir and blow, but this bank of fog is thick and well established and resists moving and dissipating only slightly in the first round of their arrival.


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

Pointing out into the the fog I sense something evil over there, follow me!, Alamin charges into the soupy air shield held high.


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

Here we go again.

Follow Alamin


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 Haste and in I go


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

Cast protection from evil on myself


dices:

1d20 + 18 ⇒ (5) + 18 = 23
2d6 + 11 ⇒ (4, 4) + 11 = 19
1d20 + 13 ⇒ (6) + 13 = 19
2d6 + 11 ⇒ (6, 6) + 11 = 23

Vraxel/Uuranx:

As Vraxel and Uuranx flank Alamin while she stalks out into the gloomy fog they hear a slight whistling sound moments before what can best be described as a tree trunk comes flying out to smash upon Alamin's hastily raised shield. In the fog beyond they can just make out a massive figure. Alamin-See? I told you there was something out here. Holy light!; with an excited cry she rushes forward to engage.

Randtam's elementals continue to attempt to whip away the torpid fog as he casts an enchantment on himself. He hears a smashing noise of something on metal and then Alamin speaking in furious tones.

Action-
Alamin
Uuranx/Vraxel
Randtam


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

Holy light!
S: 1d20 + 13 ⇒ (15) + 13 = 28
1d6 + 5 + 2d6 ⇒ (2) + 5 + (2, 6) = 15
confirm: 1d20 + 13 ⇒ (1) + 13 = 14
1d6 + 5 + 2d6 ⇒ (1) + 5 + (6, 5) = 17
S: 1d20 + 8 ⇒ (3) + 8 = 11
1d6 + 5 + 2d6 ⇒ (3) + 5 + (3, 6) = 17


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

My summoned air,work to take out the fog..

[b]Alamin....what I hear you ... Destroy evil..


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


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 Rage1optimistic gambler: 1d4 + 1 ⇒ (2) + 1 = 3

attack with falchionpowerattack&arcanestrike: 1d20 + 21 ⇒ (4) + 21 = 25

damage: 2d4 + 24 ⇒ (1, 4) + 24 = 29

hasted attack with falchionpowerattack&arcanestrike: 1d20 + 19 ⇒ (18) + 19 = 37

confirm crit: 1d20 + 19 ⇒ (20) + 19 = 39

damage: 4d4 + 48 ⇒ (1, 4, 3, 4) + 48 = 60

last attack with falchionpowerattack&arcanestrike: 1d20 + 14 ⇒ (11) + 14 = 25

damage: 2d4 + 24 ⇒ (4, 1) + 24 = 29


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 at the massive figure. If I can flank and thing is subject to sneak attack add 2d6 to any hits.

bow: 1d20 + 17 + 3 - 2 ⇒ (19) + 17 + 3 - 2 = 37
dam: 2d6 + 4 ⇒ (1, 3) + 4 = 8

bow: 1d20 + 12 + 3 - 2 ⇒ (7) + 12 + 3 - 2 = 20
dam: 2d6 + 4 ⇒ (6, 3) + 4 = 13

bow: 1d20 + 17 + 3 - 2 ⇒ (3) + 17 + 3 - 2 = 21
dam: 2d6 + 4 ⇒ (1, 3) + 4 = 8

bow: 1d20 + 17 + 3 - 2 ⇒ (2) + 17 + 3 - 2 = 20
dam: 2d6 + 4 ⇒ (3, 6) + 4 = 13

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