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

Game Master rpblue

Loot Spreadsheet: Here!

Maps: Maps


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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 nods

"Let's head into town and see if we can find one willing to sell us one, then head back and see what we run into this time. Do we have plans to deal with recurring ghosts?"


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 looks quizzically at Naxx i have my sword? What else would I need?


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

The sword is powerful, but so are the things we face. Let's try to buy that wand. I think I saw one in one of the stores in town.

Tom will head off to where he kind of remembers a wand being.


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, fully in favor of the wand purchase.


Handwaves!

You have purchased a wand and stand at the entrance to the southern jail block.


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 scratches his head as he ponders into the damp room. Any ideas?


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

" ...try not to get killed?"

Going by the map..we didn't check the property room (unless that's where we opened the safe?) and some corridor upstairs...check those first?


The property room is where you found the five items of the prisoners.


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

Check the covered NE part of the ground floor then? Or did we go there all ready?


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 we can go there first.

Gaarm heads through the doors with the playful poltergeists towards the northern section of the main floor.

Updated on map

Seeing a set of double doors Gaarm kicks them open with sword and shield in hand.[/ooc]


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, as usual, makes sure he stays away from physical activities

-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 |

Hehe


You have found the stairs leading to the subfloor, but they have been collapsed inwards, likely due to the uprising. The debris looks purposeful as if the guards had done so to keep the prisoners trapped in the cells.


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 glances at his companions. "Now what?"


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 clear the debris. Tom says mater of factly, before he starts digging.


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 |

While Sir Thomas begins clearing away the debris Gaarm begins to check the next door.


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 pitches in (slowly) with helping move some of the smaller rubble


The rubble looks like it will take the better part of a day to remove from the prison.

Gaarm moves northward and finds that there is a staircase leading to the second floor.


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 |

There are stairs leading up over here! Gaarm shouts to the rest of the group.


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

"Let's go explore there then"

Naxx drops the pebble he was holding over his shoulder and moves towards Gaarm


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 follows after Gaarm. Should be a bit quicker than this rubble.


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

"Indeed!" he nods and follows his companions

-Posted with Wayfinder


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, keeping out a wary eye.

Perception: 1d20 + 2 ⇒ (16) + 2 = 18


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 his head. We already have a way down with the rope.

Gaarm heads up the stairs reluctanty with sword and shield in hand.


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

"Hope Gaarm fare better thiz time, yez?" he asks hopefully, recalling the last few times they came into this horror house


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 hope so too Niz. It seems something keeps drawing me towards this house. Gaarm explains as he walks up the stairs.

Why do I keep coming back after all that has happened 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

Naxx follows at a safe distance


Gaarm leads the party up the stairs to the mysterious second floor! The stairs creak from the weight of the men, but the wood and stone seem to hold. A whistling can be heard from the top of the stairs, but it seems that the wind is merely passing under the double doors. Gaarm opens the doors and is blasted by the chilly nighttime air.

To his left, a guard area is blocked from the cellblock by an arc of iron bars. Within sits an old wooden table and a few chairs.

To his right, Gaarm sees that wooden benches once lined this large hall, but several are now stacked in a jumble and others are overturned in disarray. Weakened by fire, the entire east wall has collapsed away, creating an unintended entryway to a wooden deck beyond. The view of the lake beyond would be beautiful if the silence were not so eerie.

The second floor is now open on the map. (Top Left) Choose where to go!


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 |

Seeing the wide open room on the upper floor Gaarm shifts his way to the northern door. We should work our way around.

Getting to the northern door Gaarm shakily opens the northern door.


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 follows in after Gaarm. Placing a reassuring hand on his back.


Gaarm cautiously opens the door to the north and stumbles in to find a privy. Sir Thomas follows him in and the pair look around and see nothing of interest.

Perception: 2d20 ⇒ (6, 9) = 15

Gaarm:
The liftable seat of the toilet seems to shudder as a you hear a whisper on the wind. Sit on meeeeee...

Make a Will Save


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 |

GM:
Will save: 1d20 - 1 ⇒ (20) - 1 = 19


Gaarm:
There are no ill effects.


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

"A toilet? I don't suppose anyone wants to go looking through that do they? Let's keep moving"

Naxx then casts detect magic, just to make sure nobody thought to hide something valuable in 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 |

Hmmm, thought I heard something. Gaarm shrugs his shoulders as he looks about. Everytime I see a toilet in this town I hear a voice in my head to sit upon it.

Gaarm nods his head at Naxx as he continues down the hallway.

Map Updated


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 moves up to the next door and tries it after checking it for traps. The door with the red x
Let's keep moving, this places drains the happiness from souls.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8


As you approach the corner, you hear a low chorus of moans. Row upon row of ten-foot-square prison cells line the walls, each separated from the passing hallway by a series of iron bars fitted with a narrow iron door. Skeletons slump in many of the cells, the bones scattered where they lie and coated with a mixed layer of ancient ashes and fresh mold. Gaarm moves in front of one of the doors and a claw lashes out at him.

Claw: 1d20 + 4 ⇒ (11) + 4 = 15

The sharp talons of the undead graze off of his armor as the man leaps back. The rest of the skeletons seem to rise up and skeletal arms reach through the closed cells of the halls.

1d4 ⇒ 2

Sir Thomas opens the door in front of him and finds a wood and iron ladder leading up to a trap door on the ceiling. Room is marked with an X.

Perception:
Sir Thomas: 1d20 + 3 ⇒ (1) + 3 = 4
Nizvit: 1d20 + 5 ⇒ (14) + 5 = 19
Naxx: 1d20 + 5 ⇒ (7) + 5 = 12
Gaarm: 1d20 + 3 ⇒ (12) + 3 = 15
Phyton: 1d20 + 2 ⇒ (20) + 2 = 22

He and Naxx are too engaged with the ladder to hear the sound of the mournful dirge that teases at the ear and the beat of a hundred drums to accompany it... Wait, those are flapping wings...

Initiative:
Sir Thomas: 1d20 + 2 ⇒ (7) + 2 = 9
Nizvit: 1d20 + 3 ⇒ (5) + 3 = 8
Naxx: 1d20 + 1 ⇒ (6) + 1 = 7
Gaarm: 1d20 + 4 ⇒ (19) + 4 = 23
Phyton: 1d20 + 1 ⇒ (16) + 1 = 17

Initiative:
1st: Gaarm; Phyton; Sir Thomas; Nizvit; 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 |

Guess I am not seeing anything on the map. Or is there not supposed to be?

Silver Crusade

Active Buffs:
--
HP: 127/127 | AC 32 | T 16 | FF 27 | Fort +23 | Ref +16 | Will +23 (+2) | CMD 28 | Initiative +0 | Perception +6 | Sense Motive +20 | Acrobatics +13 | Diplomacy +22 | Kn.(A/L/P) +8 | Knowledge(D/E/G/H/Na/No) +4 | Kn.(R) +13 | UMD +7
Resources:
Ki: 6/6 | Lay on Hands: 11/11 | Elemental Fist: 7/7 | Stunning Fist 10/10 | Smite Evil/Chaos: 2/2 | Spells: 5/5 | Wands: Longstrider: 40; CLW: 13 | BoS: 10/10

If you'd like I can put the skeletons in the sealed cells, but there is no way for them to escape. Other than that, you see nothing.

-Posted with Wayfinder


You hear a flute playing, but don't see anything, well besides the massive amount of animated skeletons in the cells.

Initiative:
1st: Gaarm; Phyton; Sir Thomas; Nizvit; 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 |

Ah no biggie I was mainly looking for the singing and flapping things.

Gaarm shifts forward uncomfortable as he stabs his longsword at one of the skeletons in the cage.

+1 Longsword (Angrist): 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16
Damage: 1d8 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Evil Outsider extra damage: 1d6 ⇒ 4

EDIT: Just looked at the map. That is a lot of skeletons. I have a bad feeling about this room hehe


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

"A flute playing.....and it seems most of these ghost are linked to an item so far..like the one that you killed with your axe"

Naxx looks at the flute he's carrying

Does it start to feel warmer? colder? any sign it's linked to something here?

"Maybe run away..or have Sir Thomas channel them 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

Calling upon the healing warmth of the Empyreal Lords, Tom channels to harm undead. channel DC 15: 1d6 ⇒ 6


Gaarm's sword clatters around through the bars of the cells, but doesn't seem to hurt the skeleton. Shoving the slashing weapon through gaps in the metal might not be the most effective method of dealing with them.

Cover Bonus for non-piercing weapons.

Sir Thomas channels positive energy to wash over the skeletons and to send them back to Hell, but surprisingly only a few fall to his channel energy.

Channel is a burst and there is way too much solid wall between you and most of the skeletons to do very much to those much farther than 10' from you.

Nizvit and Phyton watch as all of this happens as Naxx toys with the silvered flute that they found.

The flute music grows louder, engulfing the whole floor in a painful dirge, as one of the cell doors creak open. Their prisoners are released to deal with these intruders.

From behind the group, four stirges, one much larger than the rest buzz in from the open air to the east and the melody strikes at the heart of 1d5 ⇒ 1 Sir Thomas.

Will Save from Sir Thomas.

The skeletons rush to attack Gaarm as the beating of the wings grows as the stirges come up to flank the party.

Claw: 1d20 + 6 ⇒ (7) + 6 = 13
Claw: 1d20 + 6 ⇒ (4) + 6 = 10

The claws clatter off of Gaarm's armor.

Initiative:
1st: Gaarm; Phyton;
2nd: Skeletons (Red; Blue); Stirges (Yellow; Green; Orange; Purple)
3rd: Sir Thomas; Nizvit; Naxx


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 steps to the flying creature, gesturing a bit, and a bout of flame envelops them!

Flames!: 2d4 + 3 ⇒ (1, 2) + 3 = 6 DC17 for half


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 ⇒ (1) + 7 = 8
Good saves do little to help poor rolls


Sir Thomas stands motionless, entranced by the music.

Sir Thomas:
You are affected by a Hold Person-like effect as you experience a vision of the ghostly Piper himself approaching while attended by a flock of stirges.


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 |

What is going on back there?

Seeing the skeleton's Gaarm begins to get angry. Damned House just won't leave us alone!

Gaarm lashes out at the skeleton's before him with the glowing Longsword.

Rage 5/6 remaining

Blodrgr 2 / Fghtr 2 HP 21/21 | AC 18 (20 vs AoO) | T 11 | FF 15 | Fort +3 | Ref +2| Will +1

+1 Longsword (Angrist): 1d20 + 10 - 1 ⇒ (19) + 10 - 1 = 28
Confirm Crit: 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 19
Damage: 1d8 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Evil Outsider extra damage: 1d6 ⇒ 5

Gaarm continues to cleave his blade straight across both of the skeletons. Brings AC to 16

+1 Longsword (Angrist): 1d20 + 10 - 1 ⇒ (16) + 10 - 1 = 25
Damage: 1d8 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Evil Outsider extra damage: 1d6 ⇒ 5

Power Attack


It's a flute that was tagged the Piper of Ilmarsh; you hear flute music and see stirges. Probably a good bet that the flute is related somehow.

Gaarm cuts down one skeleton with a brutal slash, but his second seems to clatter on the bones a bit.

Reflex Save: 1d20 + 8 ⇒ (9) + 8 = 17 Tiny creatures have insane Reflex saves even at low levels!

Nizvit bathes one of the smaller stirges in fire. The flames seem to singe their wings, severely burning the creature.

Initiative:
1st: Gaarm; Phyton;
2nd: Skeletons (Red); Stirges (Yellow @ 3; Green; Orange; Purple)
3rd: Sir Thomas; Nizvit; Naxx


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 seeing Sir Thomans entranced by the music decides to try to counter it and snap Sir Thomas out of it and puts the flute he found to his lips

Perform check (flute) for counter-song: 1d20 + 6 ⇒ (17) + 6 = 23

Counter song:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

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