GM Bold Strider's Carrion Crown - Flaxseed Lodge (Inactive)

Game Master rpblue

Loot Spreadsheet: Here!

Maps: Maps


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Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

I am good with going back to the prison once the rest of the group has gathered everything.


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

Unless there's a clue about going somewhere else that I missed, I'm with Gaarm ...back to the prison it is


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Gaarm heads back to the prison complex

I don't think we finished the skull room so head back there?

Gaarm makes his way back to the room with the flaming skulls as he climbs down the rope once again. This time the man seems more confident with a new set of armor, shield and glowing sword.

Let's finish this to help relieve this town once and for all.

Once the group is ready Gaarm opens the door.


AC11/T11/F10/CMD15|HP30[30]F:+5 R:+2 W:+6(+2 vs neg, energy, necro, death )|Init.+1|Percept.+3 (Resist Neg Energy 5) Aasimar Wizard/Cleric 4

Phyton follows, Gaarm, hoping the party meets with more success than in the past.


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

"Are we sure we want to come back here? I remember those skulls keep getting up..and we still don't know how to stop them from doing that..maybe explore something else first?"


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Sure Naxx. We can come back here later. Which direction should we go?Truthfully I was none to eager to greet the fire once again.


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

Well we haven't found a way to get to the north side yet..try the south east part?[ There's a door we haven't opened yet.


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Gaarm nods at Naxx. South it is then

Gaarm makes his way south and opens the door leading east.


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

Naxx follows after Gaarm

"Let's do this"


GM:
Perception:
Sir Thomas: 1d20 + 3 ⇒ (19) + 3 = 22
Nizvit: 1d20 + 5 ⇒ (11) + 5 = 16
Naxx: 1d20 + 5 ⇒ (17) + 5 = 22
Gaarm: 1d20 + 3 ⇒ (2) + 3 = 5
Phyton: 1d20 + 2 ⇒ (11) + 2 = 13

As you reenter Harrowstone, Sir Thomas and Naxx seem to get the same idea at once. Something had been eating away at them, but they had finally figured it out, nearly simultaneously. Something was quite odd in the Property Room. The two men lead the group back there and they investigate the far wall and find a secret door.

The secret door has a small latch that reveals a key hole. Sir Thomas' first key unlocks the door and the group finds a small vault with only five items. There is a blood-stained magical handaxe with a tag that says "The Lopper"; a collection of holy symbols looped by an iron chain with a tag that says Father Charlatan; a spellbook that looks like it has contracted rot with a tag that says Professor Hean Faramin/Splatter Man; a masterwork light hammer that looks like it was used in a forge with the tag Mosswater Marauder; and a silver flute with a tag that says Piper of Ilmarsh.

Does this change your desired action? (I forgot to roll the Perception when you checked the Property Room.)


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

yup we will deal with this first

Gaarm looks over the equipment before him. These must have been their murderous weapons and items that the prisoners had when they were arrested.

Can you make heads or tails of the items Nizvit?


Nizvit is AFK for a bit. What do you want him to do specifically beyond what is below?

Nizvit detects magic on the items. The handaxe appears to be a +1 handaxe. This is all he can glean.


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Nope that is all I was asking was to detect magic on the items :)

[b]Perhaps we could use these items to help us against freeing this prison.

The flute may be good in Naxx's hands.
The holy symbols for Sir Thomas
Nizvit could use the spellbook.
Sir Thomas and myself or whomever wants could carry the bloody handaxe and hammer.
What do you guys think?


I will need to know who takes what. If you even take them at all! ;-)


Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6

We should take these with us, they may be of assistance in finaly putting some of these haunts down.
I will carry but not use whatever no one else wants.


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

"That is a nice flute, I'll take it with me"

Knowledge (Local? Using bardic knowledge)To check if I know anything about this flute - might be the pied piper's flute?: 1d20 + 1 ⇒ (17) + 1 = 18


Naxx knows that this is the flute that the Piper of Ilmarsh used to terrorize the city!


AC11/T11/F10/CMD15|HP30[30]F:+5 R:+2 W:+6(+2 vs neg, energy, necro, death )|Init.+1|Percept.+3 (Resist Neg Energy 5) Aasimar Wizard/Cleric 4

Phyton peers at the spellbook.

Read Magic


Mold has destroyed most of the book’s contents, but nine spells do remain viable: comprehend languages, dispel magic, false life, gust of wind, illusory script, levitate, mage armor, magic missile, and summon monster IV.

Flute: Naxx; Spellbook: Phyton; Hammer: Sir Thomas; Axe: Sir Thomas; Holy Symbols: Sir Thomas?


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Sounds good to me


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

"So where to now? Other then the locked room it seems we've explored everything here?"


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Let us head back down below. We have yet to explore the southern half of the complex.

Gaarm will move back down to the southern room.

The room I am at on the map


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

"Lead on, I've got your back"


Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6

As do I.
Tom keeps a keen eye out for any signs of danger.
perception: 1d20 + 4 ⇒ (15) + 4 = 19


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Gaarm opens the door before him and peers into the room.


AC11/T11/F10/CMD15|HP30[30]F:+5 R:+2 W:+6(+2 vs neg, energy, necro, death )|Init.+1|Percept.+3 (Resist Neg Energy 5) Aasimar Wizard/Cleric 4

Phyton follows along.

Perception: 1d20 + 2 ⇒ (4) + 2 = 6


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

"Anything of interest behind the door?"

Asks Naxx from the back of the group


Male Kobold
VITALS:
AC: 20, T: 15, FF: 16; HP: 10/10; F:2, R:4, W:1; CMB +1, CMD 14 ; Init: +4; Perc: +4 (LLV)
Paladin 1
SKILLS:
Diplomacy +7, Disable Device +7, Perception +4, Stealth +15

back.

The little kobold eagerly takes the book
"Much magic. Nizvit will take if Nizvit may?"

-Posted with Wayfinder


Sorry for the delay. Feeling a bit burnt out from my last few weeks in law school before graduation and finals, plus the various ailments I have seemed to contracted. I will do better.

Gaarm and Co. investigates the room and finds that this room has been ravaged by fire. Several smoldering corpses litter the room and the winch mechanism seems to be smashed to pieces. An investigation of the porticullis to the southern wing finds that it is stuck.

Lift or Break DC of 28; Hardness 10/HP 60


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

It's cool :) Hope you feel better soon.

Gaarm attempts to unstick the portcullis. Setting his shield aside he lifts the door with all of his might.

Take 20 for 24


Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6

It will take some effort to break through this porticullis. Gaarm perhaps you can pry it up. I will assist.
aid another: 1d20 ⇒ 19
Sir Tomas adds all he can to the effort.


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

"Here let me help"

Aid another: 1d20 + 0 ⇒ (17) + 0 = 17


Gaarm, Sir Thomas and Naxx lift the gate slowly and the rusted metal makes a loud creaking noise. Phyton finds a nearby metal bar and is able to wedge it into the gate to keep it anchored in the up position.

Several iron doors line the walls of this partially ruined cellblock—the doors themselves hang askew on their hinges, revealing empty cells beyond. Partially burnt wooden support timbers still function to the north, while to the south they’ve collapsed and caused cell walls to crumble as well. Rivulets of water drip down the southwestern wall to create a shallow pool in this ruined portion of the room, with overflow filling an oubliette hole in the middle of the room nearly to the rim.

Initiative:
Sir Thomas: 1d20 + 2 ⇒ (18) + 2 = 20
Nizvit: 1d20 + 3 ⇒ (2) + 3 = 5
Naxx: 1d20 + 1 ⇒ (16) + 1 = 17
Gaarm: 1d20 + 4 ⇒ (8) + 4 = 12
Phyton: 1d20 + 1 ⇒ (18) + 1 = 19

Perception:
Sir Thomas: 1d20 + 3 ⇒ (9) + 3 = 12
Nizvit: 1d20 + 5 ⇒ (19) + 5 = 24
Naxx: 1d20 + 5 ⇒ (3) + 5 = 8
Gaarm: 1d20 + 3 ⇒ (12) + 3 = 15
Phyton: 1d20 + 2 ⇒ (6) + 2 = 8

Sir Thomas notices that blood begins to drip down the wall to the south, near the water.

Initiative:
S-1st: Sir Thomas
S-2nd: Haunt

1st: Sir Thomas; Nizvit; Gaarm
2nd: Haunt
3rd: Phyton; Naxx


Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6

Sir Thomas wants to end the haunt before it starts. He channels positive energy to harm the haunt.
channel: 1d6 ⇒ 2


Some of the blood droplets explode as the positive energy washes over them, but the rest seem to form letters across the wall in various locations: "T; N; G; P; N"

Will Saves from everyone.

Initiative:
S-1st: Sir Thomas
S-2nd: Haunt

1st: Sir Thomas; Nizvit; Gaarm
2nd: Haunt
3rd: Phyton; Naxx


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Gaarm does what he knows best and slashes at the wall. What should we do with this Sir Thomas?

Longsword: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 1d8 + 5 ⇒ (4) + 5 = 9


Can you reach the wall on the map? Also, still need a Will Save from you.


Male Kobold
VITALS:
AC: 20, T: 15, FF: 16; HP: 10/10; F:2, R:4, W:1; CMB +1, CMD 14 ; Init: +4; Perc: +4 (LLV)
Paladin 1
SKILLS:
Diplomacy +7, Disable Device +7, Perception +4, Stealth +15

WS: 1d20 + 3 ⇒ (10) + 3 = 13+2 vs fear

He calls out
"Letterzzz are ztart of namezzz. Maybe ztand at name letterz?!"

-Posted with Wayfinder


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Oh crap didn't even see it on the map. I will double move then towards the letters.

Will save: 1d20 - 1 ⇒ (6) - 1 = 5


Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6

will: 1d20 + 7 ⇒ (17) + 7 = 24
Trying to think of what to do. Perhaps Tom remembers something.
Know Religion: 1d20 + 7 ⇒ (13) + 7 = 20


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

Will save: 1d20 + 3 ⇒ (1) + 3 = 4
Will save Ramas if needed: 1d20 + 2 ⇒ (1) + 2 = 3


Naxx, Ramas, Gaarm and Nizvit feel searing pain through their skulls as their minds become a bit clouded. 2 Wisdom Damage.

Sir Thomas thinks that you must defeat the spirit of this room, likely the Splatter Man, to quell this haunt permanently.

Initiative:
1st: Sir Thomas; Nizvit; Gaarm
2nd: Haunt
3rd: Phyton; Naxx

Still need a Will Save from Phyton.


Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6

Sir Thomas channels once more. Push back the evil of this place.
channel: 1d6 ⇒ 5


Male Kobold
VITALS:
AC: 20, T: 15, FF: 16; HP: 10/10; F:2, R:4, W:1; CMB +1, CMD 14 ; Init: +4; Perc: +4 (LLV)
Paladin 1
SKILLS:
Diplomacy +7, Disable Device +7, Perception +4, Stealth +15

"uhg... nizvit no feelzzzz zzzoo good... plaze bad.... what need nizvit to do?"

-Posted with Wayfinder


Nizvit's thoughts on the haunt are correct as the letters begin to spell out: "TH; NI; GA; PH; NA; RA". With the etching of another letter, everyone's mind seems to become more clouded.

Need a Will Save from Everyone; Two from Phyton.

Initiative:
1st: Sir Thomas; Nizvit; Gaarm; Phyton; Naxx
2nd: Haunt @ 7 damage

Two Wisdom Damage: Nizvit, Naxx, Gaarm, Ramas


Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6

will save: 1d20 + 7 ⇒ (17) + 7 = 24
Everyone else clear the room. It will have a tough time hurting me.


AC11/T11/F10/CMD15|HP30[30]F:+5 R:+2 W:+6(+2 vs neg, energy, necro, death )|Init.+1|Percept.+3 (Resist Neg Energy 5) Aasimar Wizard/Cleric 4

Will: 1d20 + 3 ⇒ (10) + 3 = 13
Will: 1d20 + 3 ⇒ (4) + 3 = 7

Phyton grips his head, but then channels positive energy, follows Sir Thomas's lead.

Channel: 1d6 ⇒ 2


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Will save 2: 1d20 - 1 ⇒ (2) - 1 = 1

Gaarm begins to back out of the room as he feels less sure about himself. Not paying much attention to himself or anything around him he turns and begins to run out of the room in the most direct approach.

Double move out. Ouch Wisdom hurts Gaarm


Male Kobold
VITALS:
AC: 20, T: 15, FF: 16; HP: 10/10; F:2, R:4, W:1; CMB +1, CMD 14 ; Init: +4; Perc: +4 (LLV)
Paladin 1
SKILLS:
Diplomacy +7, Disable Device +7, Perception +4, Stealth +15

WS: 1d20 + 2 ⇒ (1) + 2 = 3

Nizvit also moves out of the building, clutching his head

Draconic:

"Get out of my mind you horrible thing! You are not welcome!


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

Taking Sir Thomas suggestion Naxx and Ramas double time it out of the room

Will save Naxx: 1d20 + 3 ⇒ (19) + 3 = 22
Will save Ramas: 1d20 + 2 ⇒ (11) + 2 = 13

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