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

Game Master rpblue

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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 looks over his shoulder. "Nizit, back up!"

If the man backs up, Phyton steps backward, casts a spell, and fires a black ray at the ghost.

Casting Disrupt Undead if able to step back):
RTA: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
Disrupt Undead: 1d6 + 1 ⇒ (5) + 1 = 6

Confirm RTA: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
Extra Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Nizvit backs up as Phyton blasts the ghost with positive energy!

The beast cackles as it is harmed and glides over the oubliette and lashes out at Gaarm once more. The blades slides through Gaarm before his exposed flesh erupts with blood. The blood sprays from the wound and turns to a pale red smoke before your eyes, melding with the form of the Lopper, looking as if it heals his wounds.

Handaxe: 1d20 + 9 ⇒ (6) + 9 = 15
Negative Energy: 1d6 ⇒ 4
Bleed: 1d6 ⇒ 2

The Lopper spins around and slices through Sir Thomas' halberk with ease, causing him to feel the agony that Gaarm has been put through.

Handaxe: 1d20 + 9 ⇒ (17) + 9 = 26
Negative Energy: 1d6 ⇒ 3
Bleed: 1d6 ⇒ 4

Initiative:
1st: Ghost @ 4 damage
2nd: Sir Thomas; Phyton; Gaarm; Naxx; Nizvit


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

Tom lays a hand on Gaarm's back once more. LOH : 1d6 ⇒ 6
He then quickly places a hand on his own wound. LOH : 1d6 + 2 ⇒ (3) + 2 = 5


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 lets loose a scream as wounds open and close all about his body once again. His mind tears as flashbacks arc through his vision.

Blindly he swings his sword in a rage, not bothering to identify froend from foe.

+1 Longsword (Angrist): 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 19
Damage: 1d8 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Evil Outsider extra damage: 1d6 ⇒ 4

Power Attack

Raging Stats- HP 17/21 | AC 18 (21 vs AoO) | T 11 | FF 15 | Fort +3 | Ref +2| Will +1


Gaarm feels himself healed back up from the last assault as he rages into an attack on the Lopper. He is able to cut through the creature as the once-man laughs and laughs.

Initiative:
1st: Ghost @ 12 damage
2nd: Sir Thomas; Gaarm; Phyton; Naxx; Nizvit


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

Nizvit hopes to make the ghostly figure relive his fiery death "Burnz!" he calls as a bolt of fire erupts from his claw! RTA Fire Bolt: 1d20 + 2 ⇒ (6) + 2 = 8 Fire!: 1d6 + 3 ⇒ (1) + 3 = 4

-Posted with Wayfinder


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 keeps up his inspiring of his comrades in arms as he moves to a better position to throw his vial of holy water

To hit touch AC ghost in combat: 1d20 + 1 + 1 - 4 ⇒ (20) + 1 + 1 - 4 = 18
I don't think you can crit a ghost..but just in case I can: 1d20 + 1 + 1 - 4 ⇒ (7) + 1 + 1 - 4 = 5
holy water damage: 2d4 + 1 ⇒ (4, 1) + 1 = 6 It's a weapon so I think I get +1 from inspire courage


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 moves northwest and fires another ray at the ghost.

RTA: 1d20 + 2 + 1 - 4 ⇒ (9) + 2 + 1 - 4 = 8
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Holy Water has a special rule against incorporeal creatures: "A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity."

Nizvit and Phyton try to blast the creature, however their blows go wide from the Lopper. Naxx moves up to the Lopper and splashes him with holy water, searing his form as he howls in the midst of his cackles.

The creature lashes out at the humans who harmed him.

Handaxe @ Naxx-11 TAC: 1d20 + 9 ⇒ (16) + 9 = 25
Negative Energy Damage: 1d6 ⇒ 2
Bleed Damage: 1d6 ⇒ 3

Handaxe @ Gaarm-11 TAC: 1d20 + 9 ⇒ (9) + 9 = 18
Negative Energy Damage: 1d6 ⇒ 5
Bleed Damage: 1d6 ⇒ 1

The Lopper cuts deep through Naxx and Gaarm with his brutal handaxe as the matching handaxe sheathed at Gaarm's waist seems to be growing hotter at his side with every blow the Lopper deals.

Initiative:
1st: Ghost @ 14 damage
2nd: Sir Thomas; Gaarm; Phyton; Naxx; Nizvit


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 Tomas channels to heal. He must stop the bleeding.
channel: 1d6 ⇒ 1 Well, at least the wounds are staunched.


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 lets loose a furious scream as he continues to hack at the ghost before him.

+1 Longsword (Angrist): 1d20 + 10 - 1 ⇒ (18) + 10 - 1 = 27
Damage: 1d8 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Evil Outsider extra damage: 1d6 ⇒ 2

Power Attack; Bloodrage 3/6 rounds remaining

Raging Stats- HP 13/21 | AC 18 (21 vs AoO) | T 11 | FF 15 | Fort +3 | Ref +2| Will +1


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

"Itz not eazy... but Nizvit try again!"
He tries once more to burn the apparition
RTA Fire Bolt: 1d20 + 2 ⇒ (17) + 2 = 19
Sizzle: 1d6 + 3 ⇒ (6) + 3 = 9

-Posted with Wayfinder


Reflex Save: 1d20 + 7 ⇒ (11) + 7 = 18

The Lopper avoids most of the damage from the Fire Jet of Nizvit as Gaarm does a few points of damage to the ghost as well.

Initiative:
1st: Ghost @ 21 damage
2nd: Sir Thomas; Gaarm; Phyton; Naxx; Nizvit


This isn't really a fight for AFKs...

Naxx draws his Pharasmin scythe and lashes out at the Lopper.

Scythe: 1d20 + 2 ⇒ (11) + 2 = 13

His poor skill in melee, though, shines through as the scythe provides little more than a breeze the fan the crazed lunatic. He commands Ramas to circle around and lash out at the man too.

Bite: 1d20 + 3 ⇒ (15) + 3 = 18

But, the creature's teeth just gnash through thin air when it looks like it should have clamped through the Lopper's leg.

Phyton tries to blast the creature with more positive energy, but his aim is horrendous.

Disrupt: 1d20 + 2 + 1 - 4 ⇒ (3) + 2 + 1 - 4 = 2

As Nizvit's fire strikes the beast, the Lopper cowers and lashes out randomly with his handaxe, cutting deep across Sir Thomas' face.

1d4 ⇒ 1

Handaxe: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Neg Energy: 1d6 ⇒ 6
Bleed: 1d6 ⇒ 6

Initiative:
1st: Ghost @ 15 damage
2nd: Sir Thomas @ 8/21 HP; Gaarm @ 13/19 HP; Phyton; Naxx @ 12/16 HP; Nizvit


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 is careful as he casts a quick prayer for healing. Bind my wounds that I might stay in this fight.
defensive cast: 1d20 + 7 ⇒ (10) + 7 = 17
CLW: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9


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 continues to hack away at the giggling ghost.

+1 Longsword (Angrist): 1d20 + 10 - 1 ⇒ (7) + 10 - 1 = 16
Damage: 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Evil Outsider extra damage: 1d6 ⇒ 5

Power Attack; Bloodrage 2/6 left

Raging Stats- HP 13/21 | AC 18 (21 vs AoO) | T 11 | FF 15 | Fort +3 | Ref +2| Will +1

How are you looking on heals Thomas? Let me know when I need to start backing out if at all. Seeing now that this is a very healing intensive fight hehe


Sir Thomas heals himself (barely) as Gaarm swings his longsword at the Lopper, but the creature easily steps to the side, clearly more defensive after cringing from the fire.

Conversely, the handaxe at Gaarm's side burns even more hotly against his leg.

Initiative:
1st: Ghost @ 15 damage
2nd: Sir Thomas @ 17/21 HP; Gaarm @ 13/19 HP; Phyton; Naxx @ 12/16 HP; Nizvit


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

Channel DC 11: 1d6 ⇒ 4

Phyton channels positive energy to harm the ghost.


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 continues to inspire everyone as he motions for Ramas to take a step to the side to get into a better (flanking position) and try to aid while taking a step to the side aswell before swinging his scythe himself once more

Aid on attack Ramas: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11 (+2 if Sir Tomas for flanking if Sir Tomas has a weapon out
To hit ghost with scythe: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8

but the scythe hits nothing but air


Will Save: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27

Phyton blasts the Lopper with holy energy, but he seems able to resist his power pretty easily.

Ramas tries to aid Naxx on his attack, but the creature's paws and jaws do very little against the Lopper and Naxx's slice misses.

@Naxx: I'm not sure if you can Aid Another against incorporeal if you can't affect them. I will allow it as I can't find anything that says otherwise, but it seems counter-intuitive.

@Nizvit: I just looked up Fire Jet. It isn't a ranged touch attack. You just roll Reflex if you are in the area of effect (20' line). Also, it is unaffected by your bloodline, feats, etc. as it isn't a spell, but a supernatural ability from your wizard school.

Nizvit runs forward and launches a blast of flame at the Lopper.

Flame Jet: 1d6 + 1 ⇒ (3) + 1 = 4
Reflex Save: 1d20 + 7 ⇒ (20) + 7 = 27

The Lopper cringes at the flames and pivots to lash out at Nizvit.

Nizvit: 1d20 + 9 ⇒ (4) + 9 = 13
Negative Energy: 1d6 ⇒ 5
Bleed: 1d6 ⇒ 4

Nizvit takes the slash across the chest and collapses in pain. As he bleeds out onto the floor of the prison, he loses consciousness.

The handaxe at Gaarm's side seems to scream out to him as Nizvit falls as if it is begging to be used in the fight.

Initiative:
1st: Ghost @ 14 damage
2nd: Sir Thomas @ 17/21 HP; Gaarm @ 13/19 HP; Phyton; Naxx @ 12/16 HP; Nizvit @ -1/8 HP

Totally did not realize/remember that Nizvit is rolling around with a negative Con score.


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 if you see it as waving your hands in front of someone to distract them from the knife that's going for their kidneys it doesn't matter that the hands waving in front of your face can't damage you..it still provides a bonus to the to hit

Naxx steps into a flanking poistion with Gaarm while Ramas tries his best to distract the ghost once more while Naxx waves his scythe through the ghost hoping to damage it

Ramas to aid: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6 (no aid)
Naxx to hit AC Ghost: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22 with flanking
Damage ghost if hit: 2d4 + 1 + 1 ⇒ (1, 3) + 1 + 1 = 6

while letting his voice continue the inspiration he's providing to the entire party for the last few seconds (last round of inspire)


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 |

Is the handaxe burning at my side normal handaxe stats or a +1 handaxe for damage and hit?


It is the Lopper's handaxe and Nizvit determined that it is a +1 handaxe.


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 |

Hmm will be harder to strike as I am not in that Martial Versatility group and less damage. That is Player knowledge and more than likely Gaarm would probably go for it, especially mid rage. What the heck lets try it. Please don't kill / curse me, please don't kill / curse me bloody handaxe. hehe :)

Feeling the burning at his side Gaarm grabs ahold of the handaxe. Somehow it feels right in his hand and seems like blind justice to kill the ghost with one of the prisoner's weapons. He swings the weapon at the ghost in a fury.

+1 Handaxe; Flanking: 1d20 + 9 - 1 + 2 ⇒ (20) + 9 - 1 + 2 = 30
Confirm Crit: 1d20 + 9 - 1 + 2 ⇒ (9) + 9 - 1 + 2 = 19
Damage: 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Crit damage: 2d6 + 14 + 4 ⇒ (3, 3) + 14 + 4 = 24
Evil Outsider extra damage: 1d6 ⇒ 4

Power Attack; Bloodrage 1/6 left

Raging Stats- HP 13/21 | AC 18 (21 vs AoO) | T 11 | FF 15 | Fort +3 | Ref +2| Will +1


Naxx cuts into the Lopper with his scythe, but it doesn't seem to do much.

Finally, you took the hint and are rewarded!

Gaarm draws the weapon as a triumphant light emits out of the axe. The bold fighter feels pain in his neck, but swings the axe true, cutting through the Lopper with a single blow, nearly killing him in a single blow. The Lopper cries out in pain as it looks like Gaarm has nearly cleaved his head right off.

The Handaxe acts as a +1 Ghost Touch Handaxe against the Lopper and maybe other things... *hint*

Initiative:
1st: Ghost @ 51 damage
2nd: Sir Thomas @ 17/21 HP; Phyton; Gaarm @ 13/19 HP; Naxx @ 12/16 HP; Nizvit @ -1/8 HP


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 was scared. I saw the hint but was thinking it was going to do bad bad things to Gaarm. That and he had that sweet new longsword.


It is also cursed, but you really needed that crit+ghost touch... so the curse is probably the least of your worries.


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 casts another spell, sending a missile of force at the ghost.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4


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

Tom rushes over to Nizvit and brings the light of the empyreal lords to his crumpled body. cure light: 1d8 + 3 ⇒ (2) + 3 = 5


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 |

Yea that is no kidding, especially now seeing how much damage we still had to go.


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

Nice time for a crit ;)


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 |

yea never had one when we actually needed it before. Always happens on a weird check or a mook


Sir Thomas moves past the Lopper, drawing his ire.

Handaxe AoO: 1d20 + 9 ⇒ (8) + 9 = 17
Negative Energy: 1d6 ⇒ 3
Bleed: 1d6 ⇒ 3

Sir Thomas heals Nizvit back to a small modicum of health as Phyton blasts the Lopper with arcane magicks, but the Lopper hates fire. He seems to revert back to his wild moving self as he slams his axe into the prone kobold before attacking the man with his axe.

Handaxe - Nizvit: 1d20 + 9 + 4 ⇒ (9) + 9 + 4 = 22
Negative Energy: 1d6 ⇒ 2
Bleed: 1d6 ⇒ 1

Handaxe - Gaarm: 1d20 + 9 ⇒ (12) + 9 = 21
Negative Energy: 1d6 ⇒ 1
Bleed: 1d6 ⇒ 3

Initiative:
1st: The Lopper @ 48 damage
2nd: Sir Thomas @ 11/21 HP; Phyton; Gaarm @ 9/19 HP; Naxx @ 12/16 HP; Nizvit @ 1/8 HP


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

Tom channels to heal his hurt allies.
channel: 1d6 ⇒ 6
The light of the empyreal lords is strongest when it is most in need. Everyone heals 6 I heal 8


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 continues to slash at the creature with his handaxe

+1 Ghost Touch Handaxe): 1d20 + 9 - 1 + 2 ⇒ (6) + 9 - 1 + 2 = 16
Damage: 1d6 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Evil Outsider extra damage: 1d6 ⇒ 3

Power Attack; rage

As Gaarm swings the handaxe he suddenly feels drained. His body feels heavy and has a hard time moving.

That was my last round of Bloodrage. I am now Fatigued for 12 rounds.


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

Next level I will pick up the mercy that lets me get rid of fatigue.


Annnnnnnnnd..... Done.

Sir Thomas heals the group of their wounds as Gaarm delivers the killing blow to the Lopper. "This isn't over...."

A quick examination of the room finds that there is some stuff at the bottom of the oubliette.

I will assume you bust out some rope and take your time...

The Lopper’s remains lie in a heap at the bottom of the oubliette, along with about 30 feet of old rope. In addition, a fair amount of gear and other treasures looted from murdered guards or stolen from guard rooms lies among the Lopper’s bones (and Gurtis Vortch’s decapitated skull). These objects consist of 120 gp, a broken masterwork heavy crossbow, a stone of alarm, and a ring of keys.

You know from Vesorianna that the spirits will likely manifest once more if the group cannot find a way to exert control over the souls. She thought that the Warden's badge of office might do the trick, but you haven't found it. She thought it would be with his remains.

Status:
Sir Thomas @ 19/21 HP; Phyton; Gaarm @ 11/17 HP; Naxx @ 16/16 HP; Nizvit @ 7/8 HP


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 |

Rest and come back tomorrow to the reset haunt to the south? The one with the bloody names on the wall.

Gaarm's body shakes as he falls to his knees. That creature shook me to my core. He feels exhausted as his muscles shake. I need to rest


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 might be the best course of action we have right now..I don't think we could deal with another ghost of that strength any time soon"

"hrm..keys, didn't we start this investigation because we we're looking for keys?"

..to open a safe?.. "

Sure, if we have a plan to deal with it. Otherwise I say skip it


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

Nizvit sputters and groans as he gets up.
He gives a nod at the one who healed him to full
"Nizvit hurt bad. But better now. Much thankz"

my hdd crashed with all my HL sheets. Will have to rebuild all my characters... so sorry if i missed the fire rule

-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 |

I may have the strength to try the keys before we head back.

Gaarm begins to feel his strength coming back to him. He climbs up the roe heading back towards the safe room to try and use the keys.


One of the keys on the keyring opens the safe. Within the safe are kept numerous (now out-of-date) legal documents, along with 500 gp (the prison’s payroll and petty cash fund) and a wooden rack on which sit emergency supplies (four potions of cure moderate wounds, three potions of lesser restoration, and two potions of remove disease).


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 it looks like we at least supplemented our healing supplies. We still want to head back to the mansion for some R&R right?"


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 |

we should probably purchase a community wand of CLW at this point also.


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

Nizvit eyes the stash, but nods
"Yez. Rezt good for all. Tough day. Nizvit ztill think will have bump on headz tomorrow"

-Posted with Wayfinder


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

Before we rest for the night allow me to heal any remaining wounds. Tom looks arround and sees that most everyone is alright. But sees Gaarm is still hurt pretty bad. CLW: 1d8 + 3 ⇒ (1) + 3 = 4

There's nothing left that a good night's sleep won't fix.


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
Gaarm wrote:
we should probably purchase a community wand of CLW at this point also.

Only question there is...can we buy one (as in have access to one/does anyone in town have one to sell to us)?


1-80 Available | 81-85 Half Charged - Half Price | 86-90 Half Charged - 500 GP | 91-95 15 charges - 375 GP | 96-100 No Wand Available: 1d100 ⇒ 11


If you guys do nothing more before heading back to sleep, then you will find the manor laden with food and beds. In the morning, Gaarm feels a wrenching pain in his neck.

Need a Fortitude Save Gaarm.


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 |

Fort Save: 1d20 + 1 ⇒ (17) + 1 = 18

Gaarm comes down the stairs for breakfast as he holds his hand against his sore neck. I think this place is doing something to me. Can I switch beds with someone else? He looks around.

We should purchase a wand of healing with the gold we found before heading back in.

Gaarm is for purchasing the wand and then heading back to Harrowstone to the entrance of the room with the blood on the walls

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