
GM Bold Strider |

Don't trust the toilets! I mean... you should trust the toilets... Where are you guys going to the bathroom anyway? ;)
Gaarm breaks free from the manacles as he begins to freak out!
Initiative:
1st: Naxx; Ramas; Gaarm @ 4/21 HP; Phyton
2nd: Manacles (#1-Red @ 10 damage)
3rd: Sir Thomas @ 21/21 HP; Nizvit

Sir Thomas the Benevolent |

Sir Thomas prays that his healing will be more effective. CLW: 1d8 + 3 ⇒ (6) + 3 = 9 Feeling the surge of energy leave his hands he prays a simple thank you.

Naxx |

...gotto change tactics...
Naxx moves into the room behind Gaarm now that he's free and casts guidance on Gaarm while Naxx tries to distract the manacles
To aid defenses Gaarm: 1d20 + 3 ⇒ (3) + 3 = 6

GM Bold Strider |

Naxx and Phyton aim to disrupt the manacles, but their attempts miss. Sir Thomas expends even more of his holy reserve to keep Gaarm upright.
The manacles lash out at Gaarm with its attacks, hoping to squeeze the remaining life force out of him.
Slam @ Gaarm-16 AC: 1d20 + 3 ⇒ (15) + 3 = 18
Slam @ Gaarm-16 AC: 1d20 + 3 ⇒ (16) + 3 = 19
Grab @ Gaarm-19 CMD: 1d20 + 5 ⇒ (2) + 5 = 7
The manacles hit him hard in the arms twice, but they fail to close about his wrists.
Damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8 The death from a million slams!
Initiative:
1st: Naxx; Ramas; Gaarm @ 5/21 HP; Phyton
2nd: Manacles (#1-Red @ 10 damage)
3rd: Sir Thomas @ 21/21 HP; Nizvit

Gaarm |

Gaarm wildly swings his sword about the room as he is finally free from the mancles.
Greatsword: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9
Damage: 2d6 + 6 + 2 ⇒ (6, 3) + 6 + 2 = 17
Evil Outsider extra damage: 1d6 ⇒ 3
Power Attack

Sir Thomas the Benevolent |

Sir Thomas, out of cures switches to his ability to heal by laying on his hands. He reaches out and heals Gaarm for LOH: 1d6 ⇒ 5

GM Bold Strider |

Sir Thomas continues to pump out the healing as Gaarm swings wildly at the manacles. Gaarm's swing goes wide, likely due to the fractures in his wrist causing extraordinary amounts of pain.
Initiative:
1st: Naxx; Ramas; Phyton; Gaarm @ 10/21 HP;
2nd: Manacles (#1-Red @ 10 damage)
3rd: Sir Thomas @ 21/21 HP; Nizvit

Nizvit the Kobold |

It would even soak 10 force damage >.>
Exactly, its a bit out there for a level 2 caster. Most i can do is about 12 and that is if i roll max

Naxx |

Naxx will start to sing again..hoping that the added boost will be enough for Gaarm to take care of the chains
(inspire courage)
Will Ramas tries to distract the chains, giving Gaarm an opening
to aid on attack: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8

GM Bold Strider |

Nizvit holds action as he has nothing he can do. Naxx attempts to aid once more, but fails again. The manacles don't seem to be hindered by his actions. Phyton continues to chill the room. Snow starts to fall from the ceiling.
Out of the light flurry of snow, the manacles lash out at Gaarm one more time, hoping to extinguish his life force.
Slam @ Gaarm-16 AC: 1d20 + 3 ⇒ (17) + 3 = 20
Slam @ Gaarm-16 AC: 1d20 + 3 ⇒ (15) + 3 = 18
Grab @ Gaarm-19 CMD: 1d20 + 5 ⇒ (20) + 5 = 25
In a brutal flurry, the manacles clamp back around his wrists and quickly seize up, shattering his wrists and causing him to feint. Gaarm's greatsword clatters to the ground.
Damage: 3d4 + 3 ⇒ (3, 4, 1) + 3 = 11
Initiative:
1st: Naxx; Ramas; Phyton; Gaarm-Bleeding Out/Grappled @ -1/21 HP;
2nd: Manacles (#1-Red @ 10 damage)
3rd: Sir Thomas @ 21/21 HP; Nizvit

Sir Thomas the Benevolent |

loh: 1d6 ⇒ 1 Hoping to salvage the fight sir Thomas uses lay on hands again.

Naxx |

Naxx stops his performance (but it will linger on for 2 more rounds)
"I agree...we need a better plan...does anyone have any holy water? It might damage what ever is possessing those chains"
Naxx will cast guidance on Gaarm while Ramas tries to assist him on getting out of the chains (not entirely sure you can use aid another on this - escape artist?..but that's what I'm trying)
Assist: 1d20 + 2 ⇒ (6) + 2 = 8

Gaarm |

CMB: 1d20 + 6 ⇒ (4) + 6 = 10
Gaarm stands and struggles with the manacles once again.

GM Bold Strider |

The manacles try to squeeze Gaarm once more, attempting to break his recently mended wounds.
Grapple @ Gaarm-17 CMD: 1d20 + 5 + 5 ⇒ (13) + 5 + 5 = 23
Damage: 2d4 + 2 ⇒ (4, 3) + 2 = 9
Initiative:
1st: Naxx; Ramas; Phyton; Gaarm-Grappled @ 1/21 HP;
2nd: Manacles (#1-Red @ 10 damage)
3rd: Sir Thomas @ 21/21 HP; Nizvit

Sir Thomas the Benevolent |

Getting desperate Sir Thomas lays his hand on Gaarm again. LOH: 1d6 ⇒ 2

Nizvit the Kobold |

guidence might help... i hope
The little dragon-kin tries to guide his friends
-Posted with Wayfinder

Nizvit the Kobold |

gaarm
-Posted with Wayfinder

Naxx |

Naxx and Ramas will both try to help Gaarm get out of the chains
Assist from Naxx: 1d20 + 1 ⇒ (11) + 1 = 12
Assist from Ramas: 1d20 + 1 ⇒ (15) + 1 = 16
So with the guidance that's a +5 bonus...now hope it's enough and he doesn't get trapped again

GM Bold Strider |

The manacles squeeze even tighter, but suddenly the catch on the lock comes loose and the cuffs slip off Gaarm's wrists.
Grapple @ Gaarm-17 CMD: 1d20 + 5 + 5 ⇒ (4) + 5 + 5 = 14
@Gaarm: Your weapon is still laying on the floor and it will take a move action that provokes to pick it up.
Initiative:
1st: Naxx; Ramas; Phyton; Gaarm (+1 to next roll) @ 8/21 HP;
2nd: Manacles (#1-Red @ 10 damage)
3rd: Sir Thomas @ 21/21 HP; Nizvit

Sir Thomas the Benevolent |

Seeing the manacles fall off gives Tom some hope, he uses lay on hands once more.
LOH: 1d6 ⇒ 5

Gaarm |

Gaarm goes to pick up his weapon as he slams his greatsword into the manacles.
Provoke AoO
Greatsword: 1d20 + 7 - 1 + 1 ⇒ (15) + 7 - 1 + 1 = 22
Damage: 2d6 + 6 + 2 ⇒ (2, 5) + 6 + 2 = 15
Evil Outsider extra damage: 1d6 ⇒ 5
Power Attack

GM Bold Strider |

Now to see if it grapples you before you pick up your weapon...
The manacles lash out at the man as he picks up his greatsword.
Slam: 1d20 + 3 ⇒ (12) + 3 = 15
The manacles miss as Gaarm slices through the last bit of link in the chain, severing the cuffs and apparently the spirit that was inside.
Status:
1st: Naxx; Ramas; Phyton; Gaarm @ 13/21 HP; Sir Thomas @ 21/21 HP; Nizvit

Sir Thomas the Benevolent |

Lets get you healed up.
LOH: 1d6 ⇒ 2
LOH: 1d6 ⇒ 6

Gaarm |

Thank you Sir Thomas. Lets see what the ghosts were protecting in here.
Perception: 1d20 + 3 ⇒ (20) + 3 = 23

Naxx |

"Glad to see your still alive Gaarm. It seems we got lucky...this time"

GM Bold Strider |

Gaarm searches the room, but finds very little of interest. There seems to be a few dozen set of rusted manacles, rotting wooden furniture that has been smashed against the walls and floor, and some moth-eaten prison uniforms.
As Gaarm moves on from the room, he sees the door to the opposing room has fallen from its hinges. The rectangular chamber beyond seems to have once been a chapel, but now thick sheets of what appear to be cobwebs drape everything within in gossamer threads.

Gaarm |

Yes and thank you all. I have the sinking feeling that this will not be the last time we will find ourselves in dire straights within these walls.
Is everyone still good to continue or do we need to rest?

Sir Thomas the Benevolent |

Still have my channels.

Naxx |

""Let's hope that doesn't happen..."
Good to go for another encounter (or more if it doesn't have hardness)...we'll see after that if we need to rest

Gaarm |

Gaarm nods his head in agreement as he enters the Chapel across the hall and looks around.
Perception: 1d20 + 3 ⇒ (5) + 3 = 8

Sir Thomas the Benevolent |

Sir Thomas follows close behind. Perception: 1d20 + 4 ⇒ (14) + 4 = 18

Nizvit the Kobold |

The red kobold follows them. Hopefully he never finds himself in Gaarm's position...
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
-Posted with Wayfinder

GM Bold Strider |

The group enters the web-covered chapel, but finds that there aren't any denizens here. Gaarm is oblivious, however Sir Thomas and Nizvit find a cabinet covered with webs in the northwest wall. It still contains a few religious supplies, including five vials of holy water, a scroll of lesser
restoration, and a wand of cure light wounds (15 charges).
Where to next?

Gaarm |

That will come in handy
Once the items are gathered Gaarm heads back towards the entrance as he begins to search through the rest of the lower level.
Seeing as we are done with the left half of this level I will start with the room right in front of my token and work my way up.

Sir Thomas the Benevolent |

Sir Thomas will pick up the wand. Look at it thankfully for about 20 seconds and mutter a prayer. This will be very helpful indeed.

GM Bold Strider |

Gaarm moves into the room and finds that several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a wall of iron bars.
Perception:
Gaarm: 1d20 + 3 ⇒ (6) + 3 = 9
Sir Thomas: 1d20 + 4 ⇒ (2) + 4 = 6
As Gaarm and Sir Thomas move in, they feel an overwhelming cold sink into their bones. A wintry swirl of ice and snow moves about the room, seemingly centered on the podium where Gaarm is standing.
Damage: 1d6 ⇒ 5
Need Fortitude Saves from each of you.
Initiative:
Sir Thomas: 1d20 + 2 ⇒ (20) + 2 = 22
Nizvit: 1d20 + 3 ⇒ (5) + 3 = 8
Naxx: 1d20 + 1 ⇒ (5) + 1 = 6
Gaarm: 1d20 + 4 ⇒ (3) + 4 = 7
Phyton: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative:
1st: Phyton; Sir Thomas @ 16/21 HP;
2nd: Haunt
3rd: Naxx; Ramas; Gaarm @ 16/21 HP; Nizvit