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

Game Master rpblue

Loot Spreadsheet: Here!

Maps: Maps


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You should have. My bad. I figured someone would have just taken the flute from you. You know, with your CMD at 12. Refunded 3 HP since it always does at least 2 damage.

Naxx finally breaks free of the enchantment, it seems.

Status:
Gaarm - 2 Con Damage @ 15/15 HP; Phyton @ 13/15 HP; Sir Thomas @ 15/21 HP; Naxx @ 8/15 HP; Ramas @ 6/6 HP; Nizvit* - 7 Con Damage @ 2/2 HP;


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 looks over at Nizvit, You do not look so well my friend. It looks like they took a lot of your blood. My magic can not yet heal this. Perhaps back in town the Pharasmites can help.


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 |

Perhaps they may be able to cure me of this ailment also.

Gaarm says as his body shakes from fatigue.

I still am cursed by something that is lowering my health from the pin cushion rack of doom. The Father could not heal me completely. Perhaps he is able to 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

Tom places his hand on Gaarm's back. loh: 2d6 ⇒ (5, 6) = 11+ fatigue


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

will try and edit "sheet" soon.

Still on his back, the reptilian looks at Thomas
"Nizvit thinkz zo too... Nizvit not feeling muchz 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

As Naxx wipes the blood from his hands..and face, he nods

"Yes, let's return and see if anyone is able to help us"


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 head back towards town to find the sisters assistance in his friend's ailment as he looks like he is about to collapse.


You trudge back to town. You find the sisters, but they all tell you the same thing. They have expended most of their spells and abilities healing the wounded from the fire. At best, you'd have to wait until the following morning, if not the day after as there are still some individuals who are still severely wounded.


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 |

Should we let Nizvit rest for the night while we continue on in search of the Warden's badge and finding the rest of these spirits?

Gaarm looks to the rest of the group. Turning to the sisters he explains. There will be far more wounded if we do not get back in that prison and stop this.


"We will deal with that when the time comes. On the other hand, I have twelve townsfolk in comas and thirty six that are still severely burned from the fire. If they aren't helped, then they will die." the sister tells you point blank, clearly more worried about the immediate deaths rather than some possible deaths in the future.


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

"Go... nizvit juzt rezt. Leave Nizvit for now" he smiles. A bit weakly though

-Posted with Wayfinder


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 would rather not leave a party member behind.
Let me tend to some of the wounded tonight. In the morning help with poor Nizvit here.


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 can memorize lesser restore as well.


"Didn't we provide you with scrolls and a wand to deal with exactly this situation?" the sister asks you. "Even if you aid, us we still will not be able to help you until the following day."


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 opens the bag and hangs his head in shame as he pulls forth 5 potions labeled as such and a wand. Our apologies sister. We have been quite busy and seem to have forgotten about these.

Gaarm hands the wand to Sir Thomas. and lays the 5 potion of lesser restoration out on the ground.

Hehe /Facepalm; Burn these and some healing charges and head back in then?


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

rolling just in case ;)
LR: 1d4 ⇒ 2
LR: 1d4 ⇒ 4

still 1 down. But a nights rest will be good i think... that would also be our level rest

-Posted with Wayfinder


Lol. I'm like. "I can't just keep giving out free healing and such when they have a bag full of Lesser Restoration and healing."

Also, don't forget the rest of the stuff you have.


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 |

Yup just started looking it over again hehe and no handouts :)


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

"So where do we want to continue our search? Start digging, or go back to the prison cells filled with skeletons?


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

Let's put the skeletons to rest.


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 heads back to the second floor of the prison to investigate a bit more. Walking down the hallway he cringes in the dark as skeletal hands reach out and scrap against his armor. Reaching for the door he opens it continuing their search of the premises to leave no stone unturned.

Moved on the map


Oops, forgot. The skeletons fell to the ground, unmoving, once the haunt ended. Also, what did you use for the Lesser Restoration charges for Nizvit?

Gaarm investigates the rest of the room to the south. The first room he checks looks like a more secure cell, but is otherwise unremarkable. The next room that he checks is rather spacious, but it contains no concessions to comfort. A skeletal body dressed in the rotting remains of a prisoner’s robe lies slumped against the eastern wall, wrapped in numerous chains on which are affixed numerous weights emblazoned with several different holy symbols.


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 + 8 ⇒ (10) + 8 = 18
Tom examines the holy symbols trying to discern their purpose.


They are just holy symbols of most of the major pantheon with a few scattered in from other pantheons. They look to have been carved out of heavy iron. Not something that could have been done by a prisoner. Additionally, each weight seems to weigh about 20-30 pounds. At rough count, there is about 250 to 300 pounds of weight on these holy symbols.


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

Are any of them symbols of any Empyreal Lords, and can I determine the purpose of the weights?


GM:
3d20 ⇒ (18, 9, 9) = 36
1d19 ⇒ 17
1d18 ⇒ 17
1d17 ⇒ 8
1d16 ⇒ 2
1d15 ⇒ 4
1d14 ⇒ 9
1d8 ⇒ 11d8 ⇒ 81d8 ⇒ 41d8 ⇒ 51d8 ⇒ 2
1d30 ⇒ 241d4 ⇒ 11d9 ⇒ 31d9 ⇒ 91d20 ⇒ 14

Torag, Shelyn, Serenrae, Gozreh, Asmodeus, Desna, and Nethys are clearly marked with their holy symbols in the lot.

The remaining five are much tougher, all from different pantheons. Lissala's sihedron is clear to all, while only Sir Thomas recognizes Azathoth's eight-pointed star. The dwarven deity of debt and vengeance's crossed picks shows that followers of Dranngvit must have had something to do with this. The crumbling black tower of The Lost Prince is evident on an iron weight made of flame-blackened metal. Finally, the solar disk of Ra is on the twelfth shackle.

The point of the weights is clear. The end of the chains attached to the man are shackles that likely cuffed his wrists and ankles and made it difficult to move under the weight.


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 looks for ways to detach the shackles. This man should rest in peace.


Sir Thomas looks through the ring of keys found in the basement and finds one that releases the shackles.


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 releases the body and drags it to the entrance. We can grab him on the way out. I think the way to end these hauntings is to give a proper burial. We should collect all the bodies.


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

hes down to 7 con. If we didnt rest the night....

-Posted with Wayfinder


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

In pathfinder it is a little different. I don't really like it but the way ability damage works, it's quite different than 3.5. You are at 8 con with 1 damage. This 1 damage in no way reduces any stats until it becomes 2 damage. The only case you need to worry about an odd amount of ability damage is when it is equal to your con.


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

"If you are sure it's a wise course of action to touch dead bodies..."

Naxx will help sir Thomas with collection the bodies for proper burial(s)


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 haven't had much luck with any bodies in this tomb. Perhaps we take him to the entrance once we are done clearing this floor.

While Sir Thomas is getting the body ready for transport Gaarm goes in to inspect the next room.


Collection of the bodies and transport to the front of the prison will probably take a couple of hours from this floor without tools or carrying equipment.

@Gaarm: Which 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 |

Next door South going CCW. Moved on map


Gaarm explores the two doors behind the cage and finds that they both lead to an outdoor balcony that has fallen into disrepair. Nothing of note seems to be on the balcony anymore.

Gaarm explores the rest of the innards of the top floor and finds more cells with more skeletons in the "Eastern Block" as well as a kitchen with soot-covered pots and pans.


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 the rooms for anything useful in their endeavor.

Perception: 1d20 + 3 ⇒ (11) + 3 = 14


There doesn't seem to be anything useful left on the second floor.


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

"Do you want take a closer look, or move on?"

Naxx asks


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 believe that is everything on this floor. We should move on. Where do you think we should go next?


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

"I believe there are a couple area on the first floor and lower levels that we have not explored. Back to the first floor?" Phyton muses.


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 will head back to the first floor and to the door pointed out with the giant black arrow.


Sir Thomas and Gaarm steel themselves as they push into another room. Several moldy cots lay strewn around this room, while doors to smaller, more private sleeping cells hang askew to the west. Judging from the rest of this room’s decor, this must have once been the prison’s infirmary.

As the group enters carefully, a ghostly, skeletal figure rises up amid a whirling cyclone of tools, plates, utensils, and other loose objects. GET OUT! bellows across the room.

Initiative:
Sir Thomas: 1d20 + 2 ⇒ (17) + 2 = 19
Nizvit: 1d20 + 3 ⇒ (1) + 3 = 4
Naxx: 1d20 + 1 ⇒ (20) + 1 = 21
Gaarm: 1d20 + 4 ⇒ (18) + 4 = 22
Phyton: 1d20 + 1 ⇒ (2) + 1 = 3
Poltergeist: 1d20 + 1 ⇒ (8) + 1 = 9

As it appears in its ghastly form, all of you feel the overwhelming need to flee, except Sir Thomas who stands strong.

Will Saves with a +4 modifier due to Sir Thomas' Aura of Courage.

Initiative:
1st: Gaarm; Naxx; Ramas; Sir Thomas
2nd: Poltergeist
3rd: Phyton; 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 |

Will save: 1d20 + 2 + 4 ⇒ (3) + 2 + 4 = 9 +1 for fear effects

Gaarm shakes in fear as he wants to run from the room. Standing in place with his sword and shield his hands visibly shake. He looks to Sir Thomas, unsure what to do.


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

VS Fear: 1d20 + 2 + 2 + 4 ⇒ (3) + 2 + 2 + 4 = 11

-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

Will save Naxx: 1d20 + 3 + 4 ⇒ (1) + 3 + 4 = 8
Will save Ramas: 1d20 + 0 + 4 ⇒ (14) + 0 + 4 = 18

Naxx flees I assume?


Naxx and Gaarm flee from the room and hide on the edges of the area as Ramas just watches his master run and pads closely behind him, unperturbed by the ghastly appearance.

You two are frightened for 1d4 ⇒ 3 rounds.

Initiative:
1st: Gaarm; Naxx; Ramas; Sir Thomas
2nd: Poltergeist
3rd: 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

No thanks but perhaps we can help put you to rest. woukd you like that?
stalling here, I will stay in delay unless it gets violent.


Wow. Totally missed this post.

Gaarm and Naxx flee the room as Ramas pads along silently behind the scared-out-of-his-mind summoner.

Sir Thomas tries to be nice to the freakish ghost horror show as its growls, turns invisible and three scalpels fly at the party.

Scalpel @ Sir Thomas: 1d20 + 5 ⇒ (1) + 5 = 6
Scalpel @ Phyton: 1d20 + 5 ⇒ (14) + 5 = 19
Scalpel @ Nizvit: 1d20 + 5 ⇒ (13) + 5 = 18

The item clangs off Sir Thomas' armor as Nizvit and Phyton feel a searing pain as the blades cut their flesh.

Damage @ Nizvit: 1d4 ⇒ 2
Damage @ Phyton: 1d4 ⇒ 2

Nizvit runs from the room screaming to join the rest of the party cowering in the hallway.

1d4 ⇒ 3

Initiative:
1st: Gaarm @ 2/3; Naxx @ 2/3; Ramas; Sir Thomas
2nd: Poltergeist
3rd: Phyton; Nizvit @ 1/3


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

Well that was unkind.
Sir Tom casts cure light wounds and holds it as a touch spell until the ghost rematerializes.

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