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

Game Master rpblue

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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 will share what he learned with the group as well when we meet to share information.

"Anyone else (other then Nizvit and Sir Thomas) come up with anything? Or have any suggestions on where to look next"


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 |

It loos as if the professor was looking to get into some hidden crypt as he was having some difficulty with undead in Harrowstone. Perhaps finding this crypt for whatever he was searching for would be our best bet.

Gaarm begins to do some research within the library on this hidden crypt's location and the link with the church of Pharasma.

Knowledge (Arcane): 1d20 + 3 ⇒ (14) + 3 = 17


Gaarm finds that the false crypt mentioned in the professor’s journal is located in the northeast corner of the Restlands, near the junction of the paths known as the Eversleep and the Black Path. However, Gaarm also finds out that there is a local Pharasman church in town.


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

Knowledge Religion: 1d20 + 7 ⇒ (11) + 7 = 18
If it is undead we are dealing with, then perhaps the church of Pharasma would be a place that would offer some assistance, they are well known for their dislike of the undead.


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

Playing out Bold Strider's suggestion on town exploration from the discussion thread.

Sir Thomas will spend his mornings pouring over tomes in the library but even his dedication wanes by noon. It is important to get to know the town a little better since we will be here for a while, perhaps I will go out and see the town a bit, get to know the locals and not be such a stranger.

He will spend the early afternoon looking for injured people in town to help, Gather Information: 1d20 + 8 ⇒ (1) + 8 = 9 if he finds anyone whom a cure light wounds would help he will cast it on them, up to three times.

In the evening he will make his way over to the Temple of Pharasma, and find an acolyte who seems to know what she is doing. Good evening and well met. May I introduce myself, my name is Tom, I am in town on account of the Professor's funeral. I have had a chance to look into his things and it seems that there is more to his death than first meets the eye. May we speak in private? Assuming that she agrees, It seems that the professor was looking into the history of this place, particularly history related to undeath. In his journal he mentioned that he was going to be confronting the Way, by which he meant the Whispering Way. I know Pharasma's teaching on undeath, and I share her feelings, if not her reasons. If we do uncover anything to do with the Way, can I count on this temple's help?
If she directs me to father Grimburrow I will repeat my story and request.
Diplomacy if needed: 1d20 + 8 ⇒ (10) + 8 = 18


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 spends his first examining the tomes left by the professor, curious to learn more of the Order of the Palatine Eye while spending the second exploring the village, pleased to stumble upon the Unfurling Scroll.

KN: arcana? Palatine Eye: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25

Greeting the proprietor of the Scroll, he says. "Good day to you sir. It is nice to find an establishment such as yours. I'm a practioner of the arts myself. I would be very interested in seeing what scrolls you might have currently avaiable."

Diplomacy: 1d20 + 1 ⇒ (11) + 1 = 12

If he seems ageeable to talking, Phyton will question him on whether anyone has recently inquired about necromancy magic.


-------------Day 1-------------
Phyton spends the day in the library with Sir Thomas and Nizvit, but is not as successful at locating any information on his desired topic.

1d4 + 2 ⇒ (2) + 2 = 4

-------------Day 2/3-------------

Over the next couple days, the group explores Ravengro a bit more.

Sir Thomas spends the first day acquainting himself with the local townsfolk and heals a few broken bones and soothes a colicky infant. [+1 Trust Point = Total 23 Trust Points] The farmhands graciously offer 2GP each for his services, well below what the spell would cost but a significant sum for the men. The mother is extremely grateful and invites him to dinner. During the dinner conversation, his ears perk when she says You must be grateful for the reprieve from Zokar's food at the Laughing Demon. It's no coincidence that he tries to push the corpse chowder after some of the seedier merchants "leave town". Nasty business that.

1d10 ⇒ 2

Sir Thomas goes to inquire at the local Pharasman temple about where their interests lie. As he approaches the doorway, a woman opens the door and greets him before he even knocks. She is a lithe, strikingly beautiful cleric who also seems to be a bit unnerving. Her vestments are plain, but she wears a bejewelled dagger attached to a chain around her hips. Greetings. I am Sister Falsworth, head of this convent for Pharasma. What can we do for you?

Sense Motive: 1d20 + 10 ⇒ (17) + 10 = 27

She listens to Sir Thomas' request in the doorway to the convent. I have heard that you have been helpful around town. For this I am thankful. If you discover any information on the Whispering Way, please bring it to the temple immediately, but I am sure that there is no such ties to the organization in this town. Additionally, I heard that you and your companions were part of an altercation in the graveyard. You handled it amicably, but please stay out of the graveyard in the future unless you intend to pay respects to the dead. The Restlands are under our purview. She waits for any questions before bowing and closing the door behind her.

---
---

Phyton inquires at the local wizardry shop about his selection of scrolls. The man points him to the rack and Phyton sees:

1st Polypurpose Panacea CL: 2; cost 50gp (Ultimate Magic)
1st Ventriloquism CL: 4; cost 100gp (Core)
2nd Misdirection CL: 3; cost 150gp (Core)
1st Hypnotism CL: 1; cost 25gp (Core)
1st Weaken Powder CL: 2; cost 50gp (Ultimate Combat)
1st Liberating Command CL: 1; cost 25gp (Ultimate Combat)
2nd Blindness-Deafness CL: 3; cost 150gp (Core)
2nd Badger's Ferocity CL: 3; cost 150gp (Ultimate Magic)
1st See Alignment CL: 3; cost 75gp (Ultimate Combat)

These are some of the scrolls that I have come across in my days as an adventurer. Haven't had much need to build a large catalog of scrolls in recent times, pretty much work on a commission basis at the moment...

He ponders on the necromantic question for a second. Nope. Haven't heard anything about necromancy in the recent days. Pretty taboo subject around these parts.

---

The next day, Phyton stops by the Laughing Demon for lunch and orders some food. As he is there, he overhears a nearby man talking loudly. Did you guys hear? Some kid painted a red 'V' on the monument to the warden. Wonder if he got spooked by the Warden's wife's ghost before he could finish whatever he was writing. Wonder what he was trying to write...


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 will take note of the scrolls, so that he can later copy them over. Obviously paying the pinkskin, but makes a note non the less


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 of course would not accept the gold, but would be very happy to be invited to dinner.
My lord gives these gifts to me without cost, who am I to then charge? Upon an offering of dinner, I would be very grateful, it has been a while since I had a sensible meal, I would be honored.

The Pharasman Sister seemed a bit off so I would like to see what I get on a sense motive with her.
Sense Motive: 1d20 + 0 ⇒ (6) + 0 = 6 Alas I have no idea.


@ Sir Thomas:
1-80: You are confused by her lack of support, but think nothing of it.
81-100: She might be working with the Whispering Way.

1d100 ⇒ 7


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 can fix things, and entertain the kids with his cantrips. He does try to make them laugh, since most folk would be wary of him


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

Returning that evening to the house, Phyton informs his companions of what he has overheard at the Laughing Demon. "A "V"? That sounds odd. I think we should investigate the monument."

Turning to Sir Thomas, he asks. "Did you have any luck locating the secret compartment?"


Nizvit spends his days trying to learn the town and comes across a group of girls. They are five little Varisian girls dressed in shawls and dresses are playing a skipping rope game at the side of the road. Each of the girls takes turns jumping in the rope while singing two lines of a song, then skips out of the rope to let the next girl take up the next two lines. The way in which the girls switch from skipping to passing the ends of the rope to each other to keep the whole thing going is strikingly well timed and well choreographed. Nizvit however has no idea what they are saying.

Nizvit interrupts them and tries to wow them with light magic, but the girls stop playing and stand quietly and nervously—they’ve been well schooled by their parents to avoid talking to strangers.

Diplomacy at a -2 penalty.


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

Awekward: 1d20 ⇒ 18

-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 will wander around town and make small talk with the people, playing songs on his flute at some places where people gather, just to get them used to seeing him around town and generally trying to like them. While listening for any interesting gossip/news.

Diplomacy if needed: 1d20 + 6 ⇒ (18) + 6 = 24
Perform (Flute) if needed: 1d20 + 6 ⇒ (14) + 6 = 20


You guys are triggering all of the events accidentally in your first few days. This is awesome.

The girls shriek and run away from Nizvit, their jump rope laying in the the street near the Scroll. [-1 Trust = 22 Trust Point] As a kobold in a super reclusive town, you will find most people will barely tolerate you and kids will probably fear you. This should be well known to you as you have travelled around a lot.

---

Naxx begins to play his flute as he is wandering around town.

Perception: 1d20 + 5 ⇒ (6) + 5 = 11

A man next to him makes a pained face. Do you hear that buzzing noise? Naxx is oblivious. All of the sudden, the pallor drains from his face a bit and he starts flailing about trying to get something off of his back. As he spins, you see what looks like a giant mosquito attached to his back. GAH! HELP ME! Townspeople shriek and point to the sky. Naxx looks up and sees another of the creatures flitting about.

Perform - Naxx: 1d20 + 6 ⇒ (8) + 6 = 14
Perform - Nearby Townspeople: 1d20 + 3 ⇒ (13) + 3 = 16
Perform - Nearby Townspeople: 1d20 + 3 ⇒ (1) + 3 = 4
Perform - Nearby Townspeople: 1d20 + 3 ⇒ (12) + 3 = 15

One of the men watching screams out. It's him! It's moving in time to his music! He points at you. A woman corroborates his deduction. Ah! The Piper of Illmarsh has returned! RUN! The crowd begins to disperse as everyone flees for their lives. The man with the creature attached to his back falls over unconscious. [-1 Trust Points = 21 Trust Points]

What do you do 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

wow even with a roll of 18.... ouch

-Posted with Wayfinder


You guys aren't really trusted around town, plus kobold. But, scaring some small children is the least of your worries. ;)


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 shares with the group what he knows about the location of the secret tomb of items from the temple of Pharasma.

Over the next couple of days Gaarm travels all over the town and speaks with the locals, mostly visiting the local taverns and establishments sharing stories and trying to find more information on peculiars of the town and what the professor was like.

diplomacy: 1d20 + 2 ⇒ (9) + 2 = 11


1d10 ⇒ 6

Gaarm doesn't end up learning much more than what has been told to him by the rest of 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

If nothing happens that night then Sir Thomas will go out once again and mend wounds with cure light wounds. The more serious the better but he is not above fixing a scraped knee. He will keep one level one spell in reserve in case of greater need. Once he has done his healing he will go out to the local farms or pastures and help the local farmers or shepards.

diplomacy to improve attitudes: 1d20 + 8 ⇒ (19) + 8 = 27
handle animal: 1d20 + 8 ⇒ (6) + 8 = 14 maybe an assist? won't be doing much on my own ;)


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

"Oh dear Pharasma it's eating him alive! Please help him!"

Naxx then rushes over to try to get the creature of the man's back with his walking stick (staff)

To hit creature if needed: 1d20 + 0 ⇒ (1) + 0 = 1
Damage if hit: 1d6 ⇒ 6

"I hope I didn't just cave the poor man's skull in and made the towns people think i'm helping this giant insect...."

Did I miss what these trust points are?


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
Phyton wrote:
Turning to Sir Thomas, he asks. "Did you have any luck locating the secret compartment?"

Did I miss something?


Trust Points are the general trust the public of Ravengro feels towards you. Higher is better. ;) I won't ruin any surprises for you, but I will say that townspeople dying (as you might soon experience) is bad for your rep about town.

---

Naxx stops playing his flute and the mosquito-like creature in the air starts to buzz erratically before flying away while the other creature stays attached to the man passed out on the ground, greedily sucking out blood.

---

Sir Thomas spends the rest of the third day trying to aid the injured and weak about town. Many are thankful for his aid. [+1 Trust Points = 22 Trust Points]

After Naxx wraps up the dealing with the monster, we will move onto the 4th/5th day.


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

It spend it's turn sucking blood? So it's my turn again?

"For the love of everything that's good and holy in this world I need your help to save this man!"

Naxx will try to get the insect to let go of the man again.
to hit insect with staff: 1d20 + 0 ⇒ (7) + 0 = 7
Damage if hit: 1d6 ⇒ 1

Yeah..this man is not going to survive this


Roll out two more hits. It will suck blood until the man dies.


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

wish i could help... oh well...

-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

"I'd like to summon something to beat up this thing...but somehow I feel that if they think I summoned this thing here that summoning something else will not be...beneficial to me being liked here....this teaches me what happens when I don't bring Ramus along..I'll never hear the end of this.."

Try to save this man's life: 1d20 + 0 ⇒ (4) + 0 = 4
Last attempt to try to save the man of being drained of his blood: 1d20 + 0 ⇒ (13) + 0 = 13
Damage (just in case that last one hit: 1d6 ⇒ 5

Naxx shakes his walking stick angry at the big insect trying to pry it off.


The mosquito-like creature detaches itself from the man and flies away. Naxx's flailing had done nothing to help the poor man, who is now dead, and the town thinks that the piper is the one who summoned the beast. -5 Trust Points = 17 Trust Points

---Queue Day 4---


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 explain to the townspeople that he had nothing to do with the summoning of the insects before he returns to the mansion to inform the others of what happened.

Can diplomacy be used to get trust points back? if so;

Diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23


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 am concerned that people would think you killed a man. Let me see if I can convince them otherwise.

Sir Thomas will spend the next day healing wounds and watering gardens with create water.

When he has the chance he will try to kindly put down any rumors about the poor mans death yesterday. He will especially help chatty house wives and town gossips. He will try to plant seeds of truth in their minds and give their continous talking purpose.
diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15


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 Boldstrider wrote:
Gaarm finds that the false crypt mentioned in the professor’s journal is located in the northeast corner of the Restlands, near the junction of the paths known as the Eversleep and the Black Path. However, Gaarm also finds out that there is a local Pharasman church in town.

Perhaps we should check here

Gaarm spends the day speaking with the locals and helping out along with Sir Thomas. They split up of course to cover more ground. Upon returning Gaarm speaks to the others about the information he found pertaining to the false crypt in the northeast corner of the restlands.

diplomacy: 1d20 + 2 ⇒ (13) + 2 = 15


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

"I think it might be wise if we no longer wander around by ourselves for a bit..I don't know about you, but I don't think most of the town folk around here like me that much..and after seeing those giant insects..I don't think it's very safe here either."


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 would agree Gaarm says after hearing about Naxx's encounter. Who knows what all we might run into. We should stick together.


Naxx walks about town the next day to convince people of his innocence, but most people avoid him and his flute. Sir Thomas and Gaarm, however, corroborating his story does seem to convince a one or two people that Naxx didn't summon those creatures. +1 Trust Points = 18 Trust Points

As Gaarm searches for information as well, he finds that everyone in town that he runs into is clueless about this "false crypt". However he does hear a old man telling a tale to a group of children...

1d10 ⇒ 6

Now and then, if you visit Harrowstone near sundown, you can hear the ghost of the warden’s wife wailing and sobbing from somewhere within the ruins. She haunts the prison now, forever mourning her husband and attempting to frighten anyone who intrudes on the prison. ... Boo!

The children run away screaming, half in fright, half in jest.

Phyton and Nizvit on the fourth day.


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 will now stay with someone who is a human. People clearly dont like him no matter what he does

-Posted with Wayfinder


Nizvit gets the sense that the children of Ravengro are particularly scared of him due to his appearance and wild children's stories, however the adults are more than fine to have a respectful kobold in their midst. Now, when that kobold associates with the second-coming of the Piper of Illmarsh, that might be a different story...


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 stay in the house for a while..hoping for the others to keep the peace around town.


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

Naxx I am sorry for your bad luck out in town. Perhaps you can lend your talent to our search for knowledge amongst the professor's books.


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 spends the fourth day wandering around town, trying to learn what he can of the Restlands.

Diplomacy: 1d20 + 1 ⇒ (7) + 1 = 8


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 spend the rest of the day inside the library to try to learn more about this piper he's being accused of being.

Bardic Knowledge: 1d20 + 1 ⇒ (20) + 1 = 21 (+2 from Library use?)


Phyton explores the town a bit more, but like everyone is avoiding him. People are not willing to open up to him.

----

Naxx stays at Kendra's on the 5th day to research in the library. He learns a significant amount about Harrowstone, but can't find much on the Piper.

Originally, Harrowstone housed only local criminals, but as the prison’s fame spread, other counties and distant lands began paying to have more 16 dangerous criminals housed within this prison’s walls.

At the time of the great Harrowstone Fire, the number of particularly violent or dangerous criminals imprisoned within the dungeons below was at an all-time high. The five most notorious prisoners in Harrowstone at the time of the great fire were Father Charlatan, the Lopper, the Mosswater Marauder, the Piper of Illlmarsh, and the Splatter Man.

The Piper of Illmarsh: Before he snatched his victims, the Piper taunted his targets with a mournful dirge on his flute.


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 spends the day trying to keep the peace through acts of kindness, he continues to provide curing to anyone injured. He spends the morning looking for people in need of his magic, if they are not coming to him by this point. In the afternoon he spends his time walking around town, offering to give others a hand with any menial jobs they might have talking to them as he helps, he will try to gather up any rumors and heal relations with the town.
If ever there is a group hurt he will use channels, he will also use them as proof of his goodness if needed.
Diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19


--5th Day--

Sir Thomas is becoming beloved around town, but his association with the rest of the party is causing some concern amongst the townsfolk. Why do you associate with these individuals? Kobolds... Evil bards who bring stirges upon us... Surely the necromancer's death has brought such evil to our town... They will accept your healing and are thankful, but you learn very little from them that you haven't already heard. +1 Trust Points = 19 Trust Points

Phyton hears on the fifth day that the monument to the warden has somehow earned a second letter of paint or blood. It reads "VE" according to the locals gossiping in the local tavern.

1d3 + 2 ⇒ (1) + 2 = 3

Gaarm and Nizvit?


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 |

Ok so far we have:

-The monument of the warden with letters being written on it.
-The rumor of the mournful wailing at Harrowstone Prison. (which the professor said he had a lot of trouble with and was going to investigate the false crypt for the necessary weapons and list of who all died at the prison.)
-The list to find out who all died in the fire at the prison.
-The false crypt at the restlands.

Just trying to compile a list

While waiting for everyone to return Gaarm will scour the library for a list of who all died in the fire at the prison.

Upon everyones return for the evening he relays the information that he found to the others. We should not venture out alone anymore as we are not trusted I fear. Individually we may run into someone or something that we are unable to handle by ourselves. It does not look like these townsfolk will assist us. Perhaps we should check out this monument that has the strange writing all over it or even find all of the names on the list that the professor was looking for. We could also go to the false crypt that I read about in the professor's scripts

Overall I will stay in the library and research the list of names until everyone returns so as not to venture out alone.


You also have heard a rumor of the tavern owner selling corpse-filled stew, I believe.

Researching the names is a Knowledge(History) or Knowledge(Local)


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
A townsfolk wrote:
Why do you associate with these individuals? Kobolds... Evil bards who bring stirges upon us... Surely the necromancer's death has brought such evil to our town...

You do not know them as well as I think I do. He reaches down and picks up an apple from a cart. Not all apples are sweet, some are sour. The same can be said for kolbolds. Now Nizvit, I have not know for a long time but I have spoken with him a great deal since we have met. The other day, when he scared the girls jumping rope, he was trying to make them laugh, spread joy. He does not fully understand human interactions but he does understand right and wrong. The world is dark enough as it is without disliking someone simply because they look different. As for Naxx he plays his songs to entertain people, he likes it when the people around him are having a good time and enjoying his music. When that thing was attacking the man he was trying to swat it off, it is, well... he is just not that good at fighting. Finishing he says, Here let me help you with this cart.


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

When back for the night, Would you like to take a look at the false crypt in the morning, I think if we went looking around the grave yard in the middle of the night it might be more than the town would be willing to take.


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 will help... town people like Zir more than Nizvit... maybe Nizvit not get beaten by townzfolk... Nizvit not wantz to burnz them... Nizvit want to be nize with them" he looks down

-Posted with Wayfinder


Sir Thomas sways the public's opinion due to the respect he has garnered and the inspiring speech he has given in the town square. +2 Trust Points = 21 Trust Points

--6th Day--

Going to explore the false crypt?

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