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

Game Master rpblue

Loot Spreadsheet: Here!

Maps: Maps


701 to 750 of 2,705 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>

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 nods and follows along. "I think you are correct Gaarm, we must be getting closer to the heart of the "disturbance".


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 grasps the handaxe and the nameplate. We must look for a way to unlock the porticullis.

Gaarm begins to look all around the room.

perception: 1d20 + 3 ⇒ (9) + 3 = 12


You see another locking winch in the room, surprisingly in good condition as the rest of the room looked to have been furnished a bit above what you have seen in the rest of the prison, however it has all be burned or singed to the point of uselessness and destruction.


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

Perhaps this will work.
Tom takes what remains of the original winch apart and casts a few mendings on the individual parts.


Sir Thomas makes the winch even more shiny, but it already seems to be a bit magical, likely to keep any would-be intruders from destroying the locking mechanism for this section of the prison.


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

Pull it?"


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 pulls on the rope coming out of the winch. Take a 20 for 20


1d3 ⇒ 1

You hear a grinding of metal on stone from outside of the door, however when you peer out of the doorway, the path is still blocked.


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 helps Sir Thomas attempt to open the porticullis. Allow me to help. This door looks to be heavy.

The grinding sound scrapes against stone. Gaarm immediately holds up a hand as he goes to the doorway and look out. Did anyone else hear something? Upon seeing nothing Gaarm goes back to helping with the door once again.

Take 20 for 24


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 hear noiz. What iz it Nizvit wonderz"

-Posted with Wayfinder


You have pulled the winch as far as it can go. You can pull it no further.


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 moved and sounded like it did something..maybe it opened something else?"

Does it look like we could push it back up and into a higher position then we started with..maybe we needed to push instead of pull to open? Let's try the push first ..if that doesn't do anything look around in other rooms


Pushing and pulling on the portcullis have no effect on it, despite your best efforts.


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 attempts to lift the porticullis manually. If this does not work then perhaps there is another piece to the mechanism in the building that we are missing.

Take 20 for 24


Gaarm spends another several minutes trying to lift the porticullis, however it seems firmly locked into place.


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

"Perhaps it moved a barrier somewhere else in the complex. Being a prison, I could see the need to have operating mechanisms away from the actual barrier."


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 explore further..if there's one lever...there might more. Make sense to compartmentalize..to prevent a mass prison break"


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 at Naxx. Yes let's investigate further.

Gaarm moves back to the first porticullus and opens the southern door


Sorry for the delay. Been a crazy weekend.

Gaarm: 1d20 + 3 ⇒ (6) + 3 = 9
Sir Thomas: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21
Phyton: 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1

This guardroom contains a single large table with two chairs astride it and a single sagging cot pushed up against the eastern wall. Several battered cabinets line the northern wall, with a few arrows and bits of chainmail lying scattered on the floor nearby, yet the most eerie sight are the three fractured skulls sitting on the table next to a heavy hammer. It looks as if someone has arranged the fragments of the skulls in some sort of pattern, as if an attempt had been made to construct a fourth skull from the broken fragments of the trio on the table. The leathery body of a long-dead dwarf, his wiry red hair and beard still strangely vibrant in death, lies slumped on the ground behind the table.

Sir Thomas, able to see about half of the room from around Gaarm, is overcome with a sudden splitting headache while at the same time noticing the fragments of skull on the table begin rattling and shaking.

A wailing echoes through the room as a spirit seems to rise up from the dwarf's bones and the three skulls begin to catch on fire.

Initiative:
Skulls: 1d20 + 2 ⇒ (18) + 2 = 20
Sir Thomas: 1d20 + 2 ⇒ (19) + 2 = 21
Nizvit: 1d20 + 3 ⇒ (3) + 3 = 6
Naxx: 1d20 + 1 ⇒ (11) + 1 = 12
Gaarm: 1d20 + 4 ⇒ (9) + 4 = 13
Phyton: 1d20 + 1 ⇒ (8) + 1 = 9

Initiative:
1st: Sir Thomas
2nd: Skulls (#1-Red; #2-Blue; #3-Green)
3rd: Naxx; Ramas; Gaarm
4th: ???
5th: Phyton; 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 Tom Channels positive energy to harm undead.
channel DC 15: 1d6 ⇒ 2
Go back to you rest!


Sir Thomas releases a wave of positive energy through the room, to try and turn the flaming skulls.

Will Save: 1d20 + 2 ⇒ (8) + 2 = 10
Will Save: 1d20 + 2 ⇒ (17) + 2 = 19
Will Save: 1d20 + 2 ⇒ (5) + 2 = 7

They recoil in pain, however they aren't dissuaded from attacking the barbarian in front of them. They rush up to the bloodrager and begin their fiery assault on the eternally damaged man.

Slam @ Gaarm-13 AC: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Slam @ Gaarm-13 AC: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Slam @ Gaarm-13 AC: 1d20 + 3 ⇒ (2) + 3 = 5

Two of the heads land attacks, searing Gaarm's flesh, nearly felling the man on the spot.

Slam: 2d2 + 2 + 2d6 ⇒ (1, 2) + 2 + (3, 6) = 14 The 2d6 is fire, if that matters

Initiative:
1st: Sir Thomas
2nd: Skulls (#1-Red @ 2; #2-Blue @ 1; #3-Green @ 2)
3rd: Naxx; Ramas; Gaarm @ 3/17 HP
4th: ???
5th: Phyton; Nizvit


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

Unable to reach an enemy Ramas readies to strike once one comes closer to him

Readied attack:
Readied Bite: 1d20 + 3 ⇒ (1) + 3 = 4
Damage bite: 1d6 + 2 ⇒ (3) + 2 = 5

While Ramas whistles a haunting tune on his flute and from behind one of the skeletons a rat crawls out of a small hole in the wall

(using summonery mastery to summon an augmented dire rat as a standard action)

Which throws himself at the blue skeleton

Bite vs AC blue skeleton: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 (including flanking)
Bite damage if hit: 1d4 + 2 ⇒ (1) + 2 = 3

"You might want to retreat Gaarm..so we can take care of them once they come out of the doorway single file"

Naxx then moves a bit to the side providing some more room for Gaarm to back into if he chooses to do so


@Naxx: Moved you to a place where you could actually summon as your first position didn't have LoS on the 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 |

Gaarm begins to withdraw as defensively as possible as he stumbles out of the doorway. Fl....Fla.. FLAMING SKULLS!


The spirit seems to rise up from the bleached bones, appearing as a sobbing dwarf wielding a ghostly hammer. A ghostly skull floats in the air nearby, its cranium laced with cracks and missing a knife-shaped shard of bone along the side.

DC 20 Heal Check:
It is a female dwarf skull.

The ghost roars and flings its hammer at Sir Thomas, striking him in the head. He reaches up and feels his forehead and it seems as if part of it is missing. The ghost swoops down and picks up the piece of Sir Thomas' skull and his hammer, trying to fit it into the skull the orbits around him.

Damage: 1d6 ⇒ 6
Staggered until you make a DC 15 Will save, one check per round. No check allowed on your first turn.

Initiative:
1st: Sir Thomas-Staggered @ 14/21 HP
2nd: Skulls (#1-Red @ 2; #2-Blue @ 1; #3-Green @ 2)
3rd: Naxx; Ramas; Gaarm @ 3/17 HP
4th: Dwarf Ghost
5th: Phyton; 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

lay on hands: 1d6 + 2 ⇒ (1) + 2 = 3Sir Thomas touches his skull with his hand, trying to seal the wound. It does not fully close but it is better than before.


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

if nizvit can see any of the floating skulls...

He lobs a globe of positive energy at the skull
RTA: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 ⇒ 4

-Posted with Wayfinder


Nizvit conjures some minor holy magic to damage one of the skulls as Sir Thomas heals himself.

Initiative:
1st: Sir Thomas-Staggered @ 17/21 HP
2nd: Skulls (#1-Red @ 2; #2-Blue @ 1; #3-Green @ 2)
3rd: Naxx; Ramas; Gaarm @ 3/17 HP
4th: Dwarf Ghost
5th: Phyton; 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

Phyton channels positive energy, trying to harm the skulls.

1d6 ⇒ 2 DC 11


Will Save: 1d20 + 2 ⇒ (2) + 2 = 4
Will Save: 1d20 + 2 ⇒ (6) + 2 = 8
Will Save: 1d20 + 2 ⇒ (8) + 2 = 10

Phyton sends waves of positive energy through the area to harm the flaming skulls, causing them to recoil in pain. They roam the room for a few seconds before slumping to the floor and disintegrating.

The dwarf roars.

Dwarvish:
"COWARDS!"

Shortly after he roars, his form dissipates as the bones stop shaking. Three skulls reform on the table.

Status:
1st: Sir Thomas-Staggered @ 17/21 HP; Naxx; Ramas; Gaarm @ 3/17 HP; Phyton; 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

will save: 1d20 + 7 ⇒ (9) + 7 = 16
Tom shakes off the effect that had him staggered. He walks over to Garm and casts clw: 1d8 + 3 ⇒ (6) + 3 = 9
Lets get you patched up


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 |

Thanks! Is your head alright though? You seem to be a bit unsteady.


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

I'm fine now, the Empyreal Lords have seen to that.


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 was unnerving.. Do we continue on with our exploration now?"


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

My ability to heal is running low, if we press on I ask that it only be for one more fight.


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 will make sure and rest soon.

Gaarm takes a better look around the room.

perception: 1d20 + 3 ⇒ (7) + 3 = 10


Initiative:
Sir Thomas: 1d20 + 2 ⇒ (8) + 2 = 10
Nizvit: 1d20 + 3 ⇒ (6) + 3 = 9
Naxx: 1d20 + 1 ⇒ (4) + 1 = 5
Gaarm: 1d20 + 4 ⇒ (6) + 4 = 10
Phyton: 1d20 + 1 ⇒ (20) + 1 = 21
2d2 ⇒ (2, 2) = 4

Gaarm walks back into the room as the skulls levitate once more and catch alight, their scowling faces staring down the intruder.

Status:
1st: Phyton;
2nd: Skulls (#1; #2; #3); Dwarf
3rd: Sir Thomas-Staggered @ 17/21 HP; Naxx; Ramas; Gaarm @ 12/17 HP; Nizvit


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...that went bad fast..."


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 sighs as the skulls rise again. "We must finds a better way..." He says as he channels again.

Channel: 1d6 ⇒ 6 DC 11


Will Save: 1d20 + 2 ⇒ (6) + 2 = 8 Only two are affected as Channel Energy is a burst.
Will Save: 1d20 + 2 ⇒ (3) + 2 = 5

The creatures rush to attack the bloodrager once more as two of them take the brunt of Phyton's channel energy.

Slam: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Slam: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18

Two skulls make quick work of the weakened man.

Damage: 2d6 + 2 + 2d6 ⇒ (6, 5) + 2 + (6, 1) = 20

As Gaarm falls to the ground, the third skull seems to breathe in deeply. All of the flames surrounding its head appear to be sucked inside of it as it fires off two blasts of fire at the paladin and cleric near the doorway.

Flame Gout @ Phyton-11 AC: 1d20 + 2 ⇒ (12) + 2 = 14
Flame Gout @ Sir Thomas-10 AC: 1d20 + 2 ⇒ (20) + 2 = 22
Flame Gout-Critical @ Sir Thomas-10 AC: 1d20 + 2 ⇒ (18) + 2 = 20

Phyton: 1d6 + 1 ⇒ (1) + 1 = 2
Sir Thomas: 2d6 + 2 ⇒ (6, 6) + 2 = 14

The skull seems to wither up and die as the dwarf winces and screams out in a foreign language.

Status:
1st: Phyton @ 13/15 HP;
2nd: Skulls (#2-Blue @ 6; #3-Green); Dwarf
3rd: Sir Thomas @ 3/21 HP; Naxx; Ramas; Gaarm-Unconscious @ -8/17 HP; 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

The small kobold casts Magic Armor on himself


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

Those were some crazy dice.
Thomas knows that he is one of the hardest to hit and must keep himself up or the party will be in trouble.
loh: 1d6 + 2 ⇒ (5) + 2 = 7
Thomas goes into total defense trying to hold the door.
Phyton channel if you can to save Gaarm. Everyone else kill them as fast as you can.


Yeah... Failed the saves, but then it was a hot streak. Also, you should think about why the skulls went dormant after the first wave of attacks.

Nizvit protects himself as Sir Thomas tries to hold the door with a valiant stand.

Status:
1st: Phyton @ 13/15 HP;
2nd: Skulls (#2-Blue @ 6; #3-Green); Dwarf
3rd: Sir Thomas @ 10/21 HP; Naxx; Ramas; Gaarm-Unconscious @ -8/17 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

Phyton casts a healing spell, then steps up and puts his hand on Gaarm.

CLW: 1d8 + 2 ⇒ (6) + 2 = 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 |

They came alive when we came back in the room again? Maybe stay in the room?


@Gaarm: Since Phyton goes after you on initiative, the heal will happen after your stabilization check.

@Group: Things you know-1)Skulls and dwarf appeared when Gaarm entered the room; 2) Skulls and dwarf seemed to go dormant when you backed out of the room; 3) Skulls and dwarf reappeared in their original positions when Gaarm entered again.

Status:
1st: Phyton @ 13/15 HP;
2nd: Skulls (#2-Blue @ 6; #3-Green); Dwarf
3rd: Sir Thomas @ 10/21 HP; Naxx; Ramas; Gaarm-Staggered @ 0/17 HP; Nizvit


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

"Ramas!..pull him out!"

Unsure if Ramas can actually reach Gaarm around the corner of the door..if he can..pulling him out..which I think would be a drag maneuver against a still unconscious Gaarm at the time

vs Gaarm CMD with no dex: 1d20 + 3 ⇒ (15) + 3 = 18

If that works Naxx will move to the spot that Ramas will leave while he's dragging Gaarm and try to close the door.

(If above can't be done Naxx will go full defensive and Ramas will move to the side to clear space in case Gaarm can make it out of the room and ready an attack in case one of the skulls comes out)


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 |

Stabilize: 1d20 + 0 - 0 ⇒ (10) + 0 - 0 = 10


@Naxx: Door opened inward, thus you would have to move into the room to close the door.

Stabilization Check: 1d20 - 8 ⇒ (1) - 8 = -7

Ramas drags the unconscious Gaarm five feet out of the room as he bleeds out. Phyton conjures some healing magicks and tries to repair most of the severe damage from the flaming skulls.

The remaining skulls float around the room, as if they were searching for prey before disintegrating into nothingness. The dwarf yells again in a foreign language.

Dwarvish:
"Cowards!"

Shortly after the skulls disintegrate the dwarf fades from view and two skulls materialize on the table.

Status:
Phyton @ 13/15 HP; Sir Thomas @ 10/21 HP; Naxx; Ramas; Gaarm-Unconscious @ -1/17 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

clw: 1d8 + 3 ⇒ (5) + 3 = 8
Tom uses his last spell on his unconscious friend.
We've had enough for one night. Perhaps we will try again tomorrow.

1 to 50 of 2,705 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Bold Strider's Carrion Crown - Flaxseed Lodge All Messageboards

Want to post a reply? Sign in.