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

Game Master rpblue

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As Naxx shuffles through the crowded town hall to light the lantern, a woman takes a seat where Naxx was sitting.

He pulls out flint and tinder and tries to relight the lantern, but he struggles to start the extinguished candle.

"Who is going to help me when I've lost all of my crops? Just yesterday, my turnips wilted and the temperature didn't even break 25 degrees!" Yes, they use Celsius.

A woman stands up and yells at the farmer. "Sod off about your crops! What about my children!? They can't even sleep at night with that dreadful howling from the woods."

Father Grimburrow raps his gavel with authority, but it doesn't seem to calm the crowd very well as grumbling still echoes through the town. "I would be welcome to ideas if any of you have them."


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

we use it too! Yey!

-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 |

Gaarm looks over and smiles at the woman. Excuse me but that seat was taken already.


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

Here have mine, I prefer to stand anyways.
Tom stands, offering his seat. If taken he walks to the side of the hall to not be in anyone's way.


Are you not going to say anything during the meeting unless directly addressed?


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 friends, it is with a heavy heart that I bring you grave tidings. Tidings, many of you have already begun to suspect. While it is well known that I would rather spend my days healing, sometimes it is important to find the cause of the injury and root it out, lest it fester in the wound and cause more damage or infection. There is a great evil buried within the prison. And were it to remain buried, I would be inclined to let it lay. That is not the case however. It longs to be free, free to haunt this town and take its revenge. In our time there we have been able to weaken it, just a little. I do not know how long it can be kept at bay. Unfortunately there are other forces at work. Forces helping it to get free. I do not say this to cause alarm, only vigilance. This is not a simple evil, one that could be fought with pitch forks or swords. To overcome this evil, magic is needed. The same magic that heals us can harm this evil. But that is not the only kind of magic that can help. My friend Nizvit here does not know much of our ways and may seem a bit strange but he knows much of magic and his heart is as pure as mine. He has been much help in our efforts thus far.
I ask of you your help and your patience. Help your neighbors, help your friends. Together we can get through even the worst of times.

Diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29


What are you trying to do with the diplomacy? Calm them? Rouse them against a common enemy? Etc.

There is a lull after Sir Thomas' impromptu speech, ideal for additions from the party.


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 intention of the speach was to garner more acceptance for my not so normal friends, that and to raise some awareness of the situation to perhaps give us more latitude in our actions.


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 his friend stand and give a speech leaves Gaarm in a slightly confused state. It is admirable that the man is willing to still help a village that hates and despises him

Gaarm quickly stands, accidentally knocking his chair over with a loud clatter. Clumsily picking it back up his face turns a deep shade of crimson as he realizes that he broke the leg of the chair. The chair continues to sit a little lopsided as he notices everyone is now lookin at him.

Hmmhm... Yes As the gallant Sir Thomas has said there stirs a great evil within the prison. This evil may be the root of all of your problems. With the assistance of your village I would like to do all that I can to fend off these evil spirits. SPIRITS WHO HAVE NOW TRIED TO TAKE MY LIFE ON MULTIPLE OCCASIONS!

Taking a breath Gaarm realizes that he was beginning to get quite angry. It is getting harder to control my anger in this town.... I used to be such a calm man.

Not much of a public speaker Gaarm sits back in his chair. Forgetting that it was broken he now crashes to the floor in a heap. Seething with a new fury he proceeds to stand in the corner.


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 listens to the speakers, but finds it better to not draw too much attention to himself while he keeps trying to light the lantern that got blown out.

If it still won't light he will take a look outside the window to see if there is any cause there for the lantern not wanting be lit again.


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 speaks quielty to Sir Thomas. "Perhaps it would be best to suggest to them, that we be allowed to lead the investigation and root out this evil...."


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 remains seated. A very confused look on his face, if one could read kobold emotions. Or facial expressions
This was all very new and bazaar to him. Kobolds worked together, no matter what. Good of the den came before everything else

-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 |

Gaarm is not the best conversationalist / public speaker. He gets nervous


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

What may be best here is an expedition back into the prison to put this evil to rest once and for all. If none are willing, I may be able to find some volunteers. He says motioning to his friends.


A small portion of the crowd seems swayed by Sir Thomas' words and Gaarm's follow-up seems to give purpose to a few more.

"Yeah! WE MUST DESTROY THE PRISON!" yells a guy in the back. "WHO IS WITH ME?!"

A small cheer goes up as another deeper voice booms out. "You would listen to the foreigners?! Two of them brought trouble upon our town and nearly killed a man! Since then they haven't shown their faces, hiding in the manor with the professor's daughter!" Suspicious agreement can be heard muttered through the crowd.

Naxx tries as he might, but the lantern just won't relight. He looks outside, but doesn't see anything that would keep the wick from burning.

Gaarm:
Yay! Company has arrived!


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 |

Company has arrived?

Looking to Sir Thomas Company has arrived...... I just heard company has arrived. Could it be the evil from the prison? Gaarm begins to have a worried look as he unsheathes his greatsword.

Whispering to Sir Thomas. We may need to get these people out of here quickly. I am afraid something is coming and we will not be able to protect them all. Though it will likely be our fault.

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

Unsheathing a greatsword in a crowded room. Bold.

-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 didn't say he was smart. This prison is going to rip all sanity from this character lol. I hope something truly is coming now or he will look quite foolish haha


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 have reason to believe that some of the evil spirits may be ready to attack us here. Be prepared!
Channel to harm undead DC 15: 1d6 ⇒ 1
Tom seeks to give a show of power to keep the spirits at bay. It ended up being a little less than he had hoped for.


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 scans the room, looking for whatever it is that Gaarm senses.

Perception: 1d20 + 2 ⇒ (10) + 2 = 12


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

"What is going on?! ..something seems wrong"

Naxx from the corner where he is hides a bit behind the curtains he's standing next to and casts detect magic and scans the area


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

Everyone out, keep it orderly. No need to panick.
diplomacy to keep everyone calm: 1d20 + 9 ⇒ (5) + 9 = 14


Gaarm draws his sword and begins to frantically look around. The crowd pushes against each other and makes a large circle around the adventurers. Father Grimburrow yells at him. "Put away your weapon, man!"

Sir Thomas bathes the room in holy light as everyone becomes bewildered and Phyton has no idea what would have caused this.

"It is these outsiders that are causing our problems! They tried to lull us into a sense of security with their speech, but now they use magic and swords in our midst!" yells a woman in the back.

"Get out, outsiders!" yells a man as a bottles shatters at Gaarm's feet, thrown from the crowd surrounding them.

Father Grimburrow tries to maintain order with his gavel, but the tension in the room is growing. It's starting to feel hotter and hotter in the room from the building anger and resentment.


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 |

Bewildered Gaarm lowers his blade. I mean only to protect you. There is something evil within this town and it is on it's way here!

As the bottle smashes Gaarm takes a step back away from the broken glass. PLEASE WE NEED TO STAY CALM!

diplomacy: 1d20 + 2 ⇒ (7) + 2 = 9


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

"Thiz not good..." The small lizard squeeze from underneath all the feet and yells

-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

Diplomacy: 1d20 + 1 ⇒ (13) + 1 = 14

"Everyone calm down, please! We are not causing whatever is happening."


The crowd begins to restlessly grow more chaotic. A chant begins to form... GET RID...

You have trouble making it out until more people join in from the rear. ... OF THE OUTSIDERS!

The heat in the room grows and grows as Gaarm, Nizvit and Phyton try to calm everyone.


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

You know not what you do, I have helped you out of the kindness of my heart. You must trust us.
diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16


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 quickly puts his greatsword away hoping that it will calm the group down.

It is getting really hot in this armor.

aarm shifts uncomfortably as the group begins to close in on them. He begins to feel very confined and has a quick vision of a strait jacket wrapping around him tightly.

Mixing with the heat in the room he begins to sweat profusely as he also recalls being burned while in the strait jacket.

Gaarm backs into the corner of the room as he begins to panic. His breathing becomes labored as he tries to catch his breath.

Must.... keep... calm......


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

Why are the humans sweating? I am a bit confused... must be a human thing... so many people.... i need to get out of here... but i will wait to see what my friends do

-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 confused about what's going concentrates a bit more to see if he can detect a magical influence around the room (while keeping an eye out for the open window to make his escape if needed)


As the room swelters and tensions crescendo, the remaining five lanterns explode if a crash of breaking glass and the screech of rent metal. The flames launch across the room scarring the walls with black soot before erupting into giant columns of fire.

"AHHHHHHH!!!" screams a woman in the rear as she is immolated in one of the pillars.

Gaarm:
Those five are at it again...

The roiling mass of people starts to fight with one another as everyone pushes their way to the safety of the outdoors while the room starts to fill with smoke and fire.

In the tumult, a man trips and slams his head on a chair, knocking him unconscious as a child cries holding his teddy bear in the corner.

The sheriff tries to instill order but the crowd is too far gone and the man moves to pick up the fallen guy, but can't lift him on his own.

Father Grimburrow climbs onto a table and outstretches his hands, divine energy flows from him, working to contain three of the moving blazes. Two of them escape his grasp and continue to set objects in the room alight.

You are in rounds.

Initiative:
1st: Everything Else
2nd: Gaarm; Sir Thomas; Nizvit; Naxx; Phyton


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 momentarily snaps to his senses. Father? We need to put out these fires. Is there anything around here?


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 is not afraid of the flames, and being small and mostly on the level of the child, he moves to help the child escape the inferno, trying to keep his own body to the flames, so that it touches him, and not the child

"Nizvit help little friend, come, you and fluffy animal come with Nizvit to outzide, zafe there"


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 immediately casts create water and attempts to douse the flames.
Quick, grab your cloaks and help me put these flames out!
diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23
You there, get people out of the flames, and you, help him over there.


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 toward a mass of injured people and channels healing energy.

1d6 ⇒ 3


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 will try to get the people to act in a somewhat reasonable fashion, helping Thomas to direct people around

Assist on diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14

"Listen to what the guy in the shining armor is saying, it makes sense! Get those people away from the fire."


Gaarm moves to aid Father Grimburrow, but the old man seems locked in battle with the three pillars of flame. He struggles to say, "Get everyone out."

Nizvit runs up to the boy crying in the corner and tries to coax him into following but the boy is too caught up in the panic. Need Diplomacy, Grapple, etc. Some sort of check to get the kid to safety.

Sir Thomas leaps into action, commanding people to aid with the extinguishing of the fire and getting others to safety. A few people respond positively to his command of the situation while the rest struggle to leave through the only door.

A man stands on a chair near the door, trying to command everyone to keep calm as a woman grabs large seat cushion and beats at the flames in a corner.

Phyton releases a blast of holy energy to aid the injured in the room, taking care of most of the light burns on the wounded, while Naxx helps the man at the door corral everyone in an efficient manner.

1d6 ⇒ 6

Father Grimburrow's grasp on one of the pillars breaks as it begins to carve a ring of fire around the old man. Able to focus the rest of his magical reserves, he banishes two of the fiery spirits before passing out.

One of the pillars continues to set the walls alight as smoke begins to fill the room. The taller individuals begin to hack and wheeze as the smoke fills their lungs.

Sir Thomas' blast of water hits one of the fire starters and seems to wound it, but it continues to burn the woman as her flesh and bones begin to char.

Tasks: It will take at least 3-4 more rounds to get everyone out; Small child; Three fiery spirits; Unconscious man; Unconscious Father Grimburrow.


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 snaps to as he finally realizes what is happening.

[b]Oh Gods! the Father. He is unconcios as much as I have been lately. Gaarm rushes over, reaching through the flames and grabs the unconscious Father Grimburrow dragging him out of the building to safety. Fire. Why is it always fire....


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 tries to find a position to heal both the father and the other unconscious man with a channel.

If such a location exists, Channel: 1d6 ⇒ 1

Otherwise

Seeing Gaarm grab Father Grimburrow, Phyton races to the other man and begins to drag him out of the building.


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

Keep it orderly by the door. One step at a time. Do not push.
diplomacy: 1d20 + 9 ⇒ (15) + 9 = 24

As he gives directions, Sir Thimas continues to try to put the fire out with the water he is creating.


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

Not sure what to roll: 1d20 ⇒ 4 :P

-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

Seeing the 2 unconscious men getting drag out to safety Naxx walks up to the small child and tries to get him to join him in fleeing to safety (picking him up and carrying him if possible)

Diplomacy to keep the child calm if needed: 1d20 + 7 ⇒ (2) + 7 = 9


1d100 ⇒ 56

Gaarm moves through the fire and hoists the old man onto his shoulders, feeling the heat sear at his lower body.

Fire Damage: 1d6 ⇒ 5

Phyton moves towards the center of the room and channels once more, though the weak healing emanation does little to bring the men around.

Sir Thomas keeps the line orderly as everyone pushes their way out with minimal injuries from trampling or other such Black Friday injuries.

Nizvit and Naxx try to convince the kid to come with them but he crawls under the nearby table and screams. "MOMMY! MOMMY!"

The fiery spirit near Father Grimburrow causes the flames surrounding the elder and the bloodrager to grow even larger. A cackling can be heard in Gaarm's ear.

The pillar of flame leaves the charred remains of the woman and moves to encircle Naxx, Nizvit and the small child, trapping them in the corner of the room.

The firestarter that was destroying the walls is now randomly criss-crossing the room.

1d100 ⇒ 20

It narrowly misses one of the townspeople as he dives to safety.

Tasks: It will take at least 2-3 more rounds to get everyone out; Small child; Three fiery spirits; Unconscious man; Unconscious Father Grimburrow.


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

Diplomacy: 1d20 + 2 ⇒ (18) + 2 = 20

"Come on little boy, Nizvit wantz to help... fire bad for you... come on!" he urges the boy

-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 curses his weak healing skills and runs to grab the other unconscious man.


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 |

AAARGH! Gaarm burns his arm on the flames as he grasps Father Grimburrow. heaving the man onto his shoulder he moves as quickly as he can for the door of the burning building.

Once outside gaarm carefully flaces him back onto the ground as he turns and rushes back in for the child.

Is this pillar a living thing that we can attack?


The door is super crowded at the moment with fleeing patrons. It has been like 18 seconds since the fires broke out in the super crowded area. You are likely waiting at the rear of the pack. Additionally, it will take you at least two move actions to get outside.

Magic can definitely help as seen by the Father. Weapons... probably not. You can try. :D

Also, smoke seems to be filling the room.

Updated map with fire circles and current locations (not Gaarm's)


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

"Please exit in an orderly fashion, don't crowd the door..single file!"

Diplomacy to try to get the people out faster?: 1d20 + 7 ⇒ (9) + 7 = 16


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 fills the are with positive energy, hoping to catch as many injured in its blasts. channel: 1d6 ⇒ 5

Keep it orderly by the door. diplomacy: 1d20 + 9 ⇒ (5) + 9 = 14

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