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

Search the man and area

Perception: 1d20 + 18 ⇒ (17) + 18 = 35

-21 hp


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Vraxel wrote:

Search the man and area

[dice=Perception]1d20+18

-21 hp

Upon further review you find:

Trident of warning
wand CLW 12 charges
MW chainmail
MW silver dagger
cloak of resistance +1
ring of force shield

a funky looking key
gold-threaded chasuble worth 75GP
fishgold medallion resembling a cross between an eel, a fish, and an octopus
fishgold ceremonial tiara worth 450 GP
Unholy symbol worth 50GP

There is a painting of the in excellent 500 gp
The pipe rack on the wall holds three pipes: one of meerschaum carved
in the shape of a whaling vessel; one of scrimshaw carved
into an unidentifiable mass of hair, seaweed, or tentacles

DC 30 Knowledge dungeoneering:
it is a representation of a dark young of Shub-Niggurath)
; and one carved from soapstone in the form of a bizarre fishfrog woman
DC 17 Knowledge nature:
it looks like a skum, though there are no females of that race.
Each pipe is worth 60 gp.


As you investigate the room and body, you notice the corpse begin to shiver and quake.

The head explodes in a pink and white mist, and the body shambles up back onto its feet.

Pale and bloodless, the brutally decapitated corpse lurches forth. Where a head should be instead lashes a forest of horrific, unnatural tentacles, whipping as though trying to simultaneously burrow deeper into and escape from its fleshy husk.

DC25 Will save or take 2d4 WIS damage from viewing the horror pouring out of the what was once a man's neck.

Party action.


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

DC25 WILL: 1d20 + 18 ⇒ (19) + 18 = 37

Sweet goddess protect us!

S1: 1d20 + 13 ⇒ (17) + 13 = 30
1d6 + 5 + 2d6 ⇒ (3) + 5 + (6, 1) = 15
confirm: 1d20 + 13 ⇒ (9) + 13 = 22
1d6 + 5 + 2d6 ⇒ (5) + 5 + (3, 3) = 16
S2: 1d20 + 8 ⇒ (18) + 8 = 26
1d6 + 5 + 2d6 ⇒ (3) + 5 + (1, 2) = 11
confirm: 1d20 + 8 ⇒ (16) + 8 = 24
1d6 + 5 + 2d6 ⇒ (5) + 5 + (2, 3) = 15

Alamin slashes savagely at the tentacles.


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

dc25 will:: 1d20 + 20 ⇒ (13) + 20 = 33

"Iomadae at you, foul fiend!!"

activate touchorrage4optimistic gambler: 1d4 + 1 ⇒ (1) + 1 = 2

attack with falchionpwrattk&arcnstrk: 1d20 + 20 ⇒ (16) + 20 = 36
confirmcrit: 1d20 + 20 ⇒ (7) + 20 = 27
critdamage: 4d4 + 54 ⇒ (3, 3, 4, 4) + 54 = 68
regdamage: 2d4 + 27 ⇒ (2, 2) + 27 = 31

last attackpwrattk&arcnstrk: 1d20 + 13 ⇒ (7) + 13 = 20
damage: 2d4 + 27 ⇒ (4, 4) + 27 = 35


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 ⇒ (9) + 14 = 23
(if this is a fear effect, then +2 and i make the save, if not)
wis dam: 2d4 ⇒ (1, 1) = 2

bow: 1d20 + 17 ⇒ (7) + 17 = 24
dam: 2d6 + 4 ⇒ (3, 3) + 4 = 10

bow: 1d20 + 12 ⇒ (17) + 12 = 29
dam: 2d6 + 4 ⇒ (3, 2) + 4 = 9

bow: 1d20 + 17 ⇒ (18) + 17 = 35
dam: 2d6 + 4 ⇒ (5, 6) + 4 = 15


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

On found objects

knowdung: 1d20 + 11 ⇒ (5) + 11 = 16

KnowNature: 1d20 + 16 ⇒ (8) + 16 = 24

will: 1d20 + 14 ⇒ (4) + 14 = 18

On creature, what are its weaknesses, what is it?
KnowNature: 1d20 + 16 ⇒ (13) + 16 = 29

Magic missle
damage: 4d4 + 4 ⇒ (4, 1, 2, 3) + 4 = 14

I am shielding the baby from the horror, so I got a really good look.
Wisdom damagewis: 2d4 ⇒ (1, 2) = 3


Alamin cuts into the 'thing' twice and Uuranx lays a savage slice on it as Vraxel lands two arrow strikes (save fails) and Randtam blasts it with force missiles.

Unfortunately, this thing is beyond anything Randtam has ever heard of at University. Randtam takes WIS: 2d4 ⇒ (3, 1) = 4

The tentacles thrash about!

on: 1d3 ⇒ 1Alamin
slam: 1d20 + 15 ⇒ (6) + 15 = 21
1d6 + 8 ⇒ (3) + 8 = 11
on: 1d3 ⇒ 2Uuranx
slam: 1d20 + 15 ⇒ (8) + 15 = 23
1d6 + 8 ⇒ (6) + 8 = 14
on: 1d3 ⇒ 1Alamin
tentacle: 1d20 + 10 ⇒ (5) + 10 = 15


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 misses, ac25 with prot. evil cast

attack with falchion pwrattk&arcnstrk: 1d20 + 20 ⇒ (19) + 20 = 39

confirmcrit: 1d20 + 20 ⇒ (1) + 20 = 21

damage: 2d4 + 27 ⇒ (3, 1) + 27 = 31

last attack pwrattk&arcnstrk: 1d20 + 13 ⇒ (6) + 13 = 19

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

I rolled my wisdom damage...it was 3. Knowledge 29 nets me nothing? Ouch.

Stay out of reach. Magic Missle...damage: 4d4 + 4 ⇒ (3, 1, 2, 1) + 4 = 11


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's repulsion and disgust do a good job of spoiling his aim.

bow: 1d20 + 17 ⇒ (1) + 17 = 18
dam: 2d6 + 4 ⇒ (6, 4) + 4 = 14

bow: 1d20 + 12 ⇒ (6) + 12 = 18
dam: 2d6 + 4 ⇒ (2, 6) + 4 = 12

bow: 1d20 + 17 ⇒ (6) + 17 = 23
dam: 2d6 + 4 ⇒ (1, 6) + 4 = 11


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

-5HP

S1: 1d20 + 13 ⇒ (7) + 13 = 20
1d6 + 5 + 2d6 ⇒ (1) + 5 + (3, 1) = 10
S2: 1d20 + 8 ⇒ (7) + 8 = 15
1d6 + 5 + 2d6 ⇒ (3) + 5 + (6, 6) = 20

Alamin slashes futilely at the writhing tentacles.


Uuranx lands another solid blow, and Randtam's force missiles again strike unerringly, but Alamin and Vraxel do no damage.

The tentacles writhe!
on: 1d3 ⇒ 3 Vraxel
slam: 1d20 + 15 ⇒ (8) + 15 = 23
1d6 + 8 ⇒ (2) + 8 = 10
on: 1d3 ⇒ 1 Alamin
slam: 1d20 + 15 ⇒ (13) + 15 = 28
1d6 + 8 ⇒ (2) + 8 = 10
on: 1d3 ⇒ 1 Alamin
tentacle: 1d20 + 10 ⇒ (6) + 10 = 16
1d8 + 4 ⇒ (7) + 4 = 11


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 pwrattk&arcnstrk: 1d20 + 20 ⇒ (5) + 20 = 25
damage: 2d4 + 27 ⇒ (3, 1) + 27 = 31

last attack pwrattk&arcnstrk: 1d20 + 13 ⇒ (15) + 13 = 28
confirmcrit: 1d20 + 13 ⇒ (9) + 13 = 22

damage: 2d4 + 27 ⇒ (2, 3) + 27 = 32


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

With pro from evil the tentacles just miss Vraxel

Bow : 1d20 + 17 ⇒ (3) + 17 = 20

Bow : 1d20 + 12 ⇒ (4) + 12 = 16

Bow : 1d20 + 17 ⇒ (14) + 17 = 31
dam: 2d6 + 4 ⇒ (3, 6) + 4 = 13


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

-5HP
S1: 1d20 + 13 ⇒ (4) + 13 = 17
1d6 + 5 + 2d6 ⇒ (5) + 5 + (3, 3) = 16
S2: 1d20 + 8 ⇒ (12) + 8 = 20
1d6 + 5 + 2d6 ⇒ (5) + 5 + (6, 5) = 21

The visage of tentacled horror distracts Alamin's attacks.


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

Are we doing any damage?

knowarcana: 1d20 + 18 ⇒ (3) + 18 = 21

Magic missile

damage: 4d4 + 4 ⇒ (1, 1, 2, 3) + 4 = 11


Randtam wrote:

Are we doing any damage?

[dice=knowarcana]1d20 + 18

Magic missile

[dice=damage]4d4 + 4

A quick look at the otherworldly horror pouring out of the man's corpse neck hole reveals that many of the tentacles are limp and thrashed by damage incurred. You are clearly doing SOMETHING to it, but maybe the extra-dimensional thing facing you is not damaged like beings from your existence.


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

oh well let's see what happens

Randtam Summon 5

Large Positive Energy Elemental

slam: 1d20 + 15 ⇒ (20) + 15 = 35
amage: 1d8 + 2 ⇒ (7) + 2 = 9

slam: 1d20 + 15 ⇒ (19) + 15 = 34
amage: 1d8 + 2 ⇒ (2) + 2 = 4

Not sure how this will work.

crit damage: 1d8 + 2 ⇒ (3) + 2 = 5

This is all damage AND plus positive energy damage.
Do not understand positive damage need help with this.

AC21 HP 84

Missed + 2 attack and +2 damage


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

Die again foul beast, go back to the Nine Hells!

bow: 1d20 + 17 ⇒ (19) + 17 = 36
dam: 2d6 + 4 ⇒ (5, 1) + 4 = 10

bow: 1d20 + 12 ⇒ (11) + 12 = 23
dam: 2d6 + 4 ⇒ (1, 3) + 4 = 8

bow: 1d20 + 17 ⇒ (2) + 17 = 19
dam: 2d6 + 4 ⇒ (4, 3) + 4 = 11


The tentacled horror can't sustain any more of a beating and goes limp; apparently dead although still twitching from time to time.

DC30 Perception:
You note from the end of the slimy tentacles, small slug-like forms emerge and move about for a little while before 'dying' as well. Apparently they didn't have enough of whatever energy they needed to survive outside the old host.

***end of combat***


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

perception: 1d20 + 6 ⇒ (4) + 6 = 10

"It's dead."


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 ⇒ (1) + 18 = 19

"Yep, sure is dead."


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

Let me look at it

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


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

Let me look at it

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

Perceptive Randtam reveals his findings.

Did positive energy elemental make a difference in this battle? Randtam needs to know. What has Randtam learned since fighting these beasts from another plane?

How do I make sure it is dead, and it stays dead?

Check for treasure and secret doors/passages. perception: 1d20 + 15 ⇒ (9) + 15 = 24


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

Previous spellcraft checks...
Trident: 1d20 + 18 ⇒ (12) + 18 = 30. Pass

forceRing: 1d20 + 18 ⇒ (17) + 18 = 35. Pass

CLW Wand: 1d20 + 18 ⇒ (17) + 18 = 35. Pass

cloak: 1d20 + 18 ⇒ (2) + 18 = 20. Pass

Let everyone know about my understanding of Skum. No female Skum were created. They were slaves. I wonder if the girls from town are being used for breeding?


Randtam wrote:

Let me look at it

[dice=perception]1d20 + 15

Perceptive Randtam reveals his findings.

Did positive energy elemental make a difference in this battle? Randtam needs to know. What has Randtam learned since fighting these beasts from another plane?

How do I make sure it is dead, and it stays dead?

Check for treasure and secret doors/passages. [dice=perception]1d20 + 15

Randtam doesn't think the positive energy had any additional effect on the tentacled horror; they just added additional pounding to the thing to subdue it. This thing was not from another plane, rather it appears to be from the cracks between planes that open upon other dimensions of reality. Randtam has read about the ancient humans of the world worshiping dark otherworldly forces. These rites of worship were generally stamped out with the arrival of the new gods thousands of years ago and very few examples of there existence have been found since.

Given the evidence of the small snail things, this tentacled creature appears to be some type of seed pod and the snails its seeds. Randtam isn't sure why the snails died, apparently they didn't get enough sustenance from the tentacles before being released. The party is probably very fortunate that no one was hit by the thing before it died.

Is thing dead? Probably. Of course it could just be 'inert' waiting for something to energize it once more.

The party finds no other items besides what were listed above.

There are 2 rooms to the S or the stairs back down.


Randtam wrote:

Previous spellcraft checks...

[dice=Trident]1d20 + 18. Pass

[dice=forceRing]]1d20 + 18. Pass

[dice=CLW Wand]1d20 + 18. Pass

[dice=cloak]1d20 + 18. Pass

Let everyone know about my understanding of Skum. No female Skum were created. They were slaves. I wonder if the girls from town are being used for breeding?

Randtam's Skum knowledge:
Skum are the most prolific and successful of the countless races created by the aboleths to serve as slaves. At the height of the aboleth empire, skum were legion and their armies waged many wars upon the land, yet now that the aboleths are in decline, skum have been set loose to manage on their own.

For the most part, the skum have been less than successful at this endeavor, and today they exist in a shadow of their previous multitude, most of them dwelling deep underground in slowly crumbling ruins left standing only because their enemies have lost interest in pursuing the now-won war against these fish-like humanoids. Skum have even lost their own name. Today, most identify themselves with the racial epithet applied to them by surface-dwellers—“skum.”

Skum do not age, and barring death by violence or disease, they can live forever. Unfortunately, this near immortality is crippled by the fact that skum are incapable of reproducing among themselves, for all skum are male. Yet terribly, this does not mean that skum cannot breed. Originally created from human stock, skum can impregnate humans, and the children issued from such unholy unions are invariably deformed. Those who are not born skum undergo gradual transformations throughout their lives, and when they would normally die of old age, such hybrids instead go through “the change,” shedding their wrinkled flesh and transforming. While most skum tribes lack the drive to perpetuate their race and would prefer to languish in their hideous sunken ruins, tribes settling offshore of remotely populated coastlines seem to be on the rise. Some such communities raid villages for breeding stock, but a few more insidious tribes form alliances with these desperate folk, providing protection and bounty from the sea in return for wives.


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

"Burn 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

Do we rest? Or move forward? If soVrqxel, you have point. Ido not like these creatures who bleed through a different existence/ plane. I am not sure how to stop them.
Randtam makes sure the baby is well taken care of.

Randtam uses wand of lesser restoration restore: 1d4 ⇒ 4

Can we divvy up the goods yet? A CLW wand might be important right now among other things


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 ⇒ (18) + 18 = 36
Head for the 2 rooms to the South.

-21 hp
-2 wisdom


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

use 1 infernal heal and 2 loh on Vraxel

heal: 2d6 + 10 ⇒ (3, 5) + 10 = 18


Vraxel stands before two doors. One on the SE section of the wall, one on the SW section of the wall.


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

"thanks Urranx"

SW door, check for traps, listen then open.

perception: 1d20 + 18 + 2 ⇒ (8) + 18 + 2 = 28


Finding the door to be no threat Vraxel opens the door revealing:

A 10'x15' room:

The rotting remains of a wooden cradle stand before a stone fireplace. A mobile formed from tiny seashells dangles above the cradle, swaying slowly in the breeze that enters through the open window.


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

Detect magic

Perception : 1d20 + 18 ⇒ (8) + 18 = 26


No magic is revealed, but you determine that the seashells have been hanging there for quite a while.


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

Seashells

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


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Randtam is unsure what exact type of creatures might have hatched out of the egg shells (certainly marine in nature), but he determines from the sediment on them that they must have come from the deepest depths of a fresh body of water; probably nearby Lake Encarthan. How they were brought to the surface and then to this place is a mystery. He knows that collectors would pay dearly for such rare samples and the egg shells are worth 750 GP in the right market.


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 ⇒ (8) + 18 + 2 = 28

check the window for traps then look out of 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

Randtam takes the shells. I will take the shell. Not sure why I want them, But I think they are necessary. Maybe I can learn more.


Intrigued, Randtam gathers the shells up and stores them delicately knowing that he now has two fragile burdens to bear.

Vraxel looks out the window and gets a good view of the entry way and carriage roundabout below.

One door remains on the 2nd level or back to the 1st.


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 the final door on the 2nd level, then open it.

find traps: 1d20 + 18 + 2 ⇒ (17) + 18 + 2 = 37


As Vraxel works over the door, spectral hands reach through it and grasp at him!

touch attack: 1d20 + 10 ⇒ (13) + 10 = 23
1d8 ⇒ 4
If hit gain 2 negative levels! DC 20 FORT save to negate.

touch attack: 1d20 + 10 ⇒ (19) + 10 = 29
1d8 ⇒ 4
If hit gain 2 negative levels! DC 20 FORT save to negate.

touch attack: 1d20 + 10 ⇒ (17) + 10 = 27
1d8 ⇒ 7
If hit gain 2 negative levels! DC 20 FORT save to negate.


http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-an d-Negative-Levels


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

back away from the door

fort: 1d20 + 15 ⇒ (8) + 15 = 23
fort: 1d20 + 15 ⇒ (2) + 15 = 17
fort: 1d20 + 13 ⇒ (16) + 13 = 29

-2 levels
-2 wisdom
-28 hp


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 Mirror Image images: 1d4 + 2 ⇒ (2) + 2 = 4


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

Suns! Stand back Vraxel and let us at whatever creatures are behind that door. Let me know when you are all ready, I'll open 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

I'm ready


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 guess we best get this over with."

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