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

Game Master rpblue

Loot Spreadsheet: Here!

Maps: Maps


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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

Nizvit, perhaps we could go out together after we explore the crypt. We could show the townsfolk you kindness and humor.

Before we go to the crypt I would like to go to town for a minute. Let's head up in an hour.

Sir Thomas goes into town and informs people of his plans. Far better to explain himself before then to get caught digging around a grave yard.

I have heard a rumor of a false crypt and am concerned that it may be related to what ever has caused many of the issues the town is facing. I think it is best that this is looked into. I have convinced my friends to come with me. Rest assured that I will allow for no desecration of the peaceful dead. If there is any necromancy afoot, we will do our level best to put an end to it.
diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28

With that he will head back to the group and unless anyone does not want to come, head to the false crypt.


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 agrees to go check out the false crypt 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

Phyton nods in agreement. "I agree, the false tomb, and any potential tools to aid us, should be our first priority."


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 set out towards the false crypt. He has not yet used any of his daily resources.


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 little Nizvit follows Sir Thomas


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 will go with the rest of the group to the Restlands.


--6th Day--

The party heads to the "false crypt" in the morning, after daybreak. A small patrol of gravediggers notices the adventurers moving towards the crypt, but don't speak. They merely observe the group.

1d100 ⇒ 10

As the group approaches the place marked on the map, they see that the crypt itself is a freestanding granite mausoleum, the roof of which is decorated with a pair of leering gargoyle statues. A single stone door with a rusty-looking lock sits in the mausoleum’s south facade, but an examination of the lock (DC 12 Perception check) reveals that the lock is broken, its clasp melted by acid and then put back into place so that to casual observation the lock appears intact.

Gaarm and Sir Thomas lead the way into the mausoleum. Within, a flight of stone steps leads down into the cold earth to a large crypt lined with empty niches—no dead are interred here.

DC 15 Perception:
There are tracks that remain obvious in the dust and dirt of the floor.

DC 18 Survival:
You follow the faint line of tracks to a single large sarcophagus that sits in the deepest part of the crypt.


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

Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Survival: 1d20 + 1 ⇒ (16) + 1 = 17

Phyton peers around the crypt warily.


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 offers a quick prayer to Arshea before entering the crypt, once inside.
Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Survival: 1d20 + 0 ⇒ (19) + 0 = 19

Look here these tracks seem to lead to this sarcophagus. He says as he walks confidently over where they lead.


Sorry, the Survival is tied to Perception. You can say that once someone notices the tracks.


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

Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Being so small, and not being able to look around as quickly, the little reptile sees nothing


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

Oh got it, I did not get the perception so I did not look under that spoiler.


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 |

Perception: 1d20 + 3 ⇒ (4) + 3 = 7

Gaarm enters the complex and not noticing much through all of the cobwebs and dust.


Yeah, I mess those up since when I type them up, I have all the information. Either way, it's not terribly important. There is only one way to go in this place, hah.


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 move deeper inside the crypt. I am unable to move my icon from this computer, can someone else move me?


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

Perception: 1d20 + 5 ⇒ (12) + 5 = 17

"Look over there, seems like that might tracks of some sort"


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 cracks the door open and moves through further into the crypt.


As you move into the crypt, through the doors, you see a large tomb. Although it appears that the cache has been raided recently, the thief didn’t take all of the tools kept here—a fair amount of useful material remains, including a dozen silver arrows, four sunrods, six flasks of holy water, seventeen magical arrows, seven potions, four scrolls, and a thin darkwood case decorated with an image of a scarab with a single eye glaring from its back—the same design that appears on the cover of the Manual of the Order of the Palatine Eye among the books in the professor’s collection. The darkwood case is worth 50 gp, and contains three objects of interest—a spirit board with a brass spirit planchette, and four iron and glass vials containing tiny, churning clouds of vapor. The vials sit in velvet-lined indentations to the left of the spirit board and planchette, along with six empty indentions—the the thief made off with most of the vials but left these four behind.

Perception:
Sir Thomas: 1d20 + 3 ⇒ (15) + 3 = 18
Nizvit: 1d20 + 5 ⇒ (11) + 5 = 16
Naxx: 1d20 + 5 ⇒ (1) + 5 = 6
Gaarm: 1d20 + 3 ⇒ (13) + 3 = 16
Phyton: 1d20 + 2 ⇒ (20) + 2 = 22

Phyton hears scribbling from behind him as two giant centipedes burst forth from cracks in the walls near the doors they just came from.

Initiative:
Sir Thomas: 1d20 + 2 ⇒ (15) + 2 = 17
Nizvit: 1d20 + 3 ⇒ (10) + 3 = 13
Naxx: 1d20 + 1 ⇒ (5) + 1 = 6
Gaarm: 1d20 + 4 ⇒ (10) + 4 = 14
Phyton: 1d20 + 1 ⇒ (20) + 1 = 21
Centipedes: 1d20 + 2 ⇒ (10) + 2 = 12

Surprise Round:
1st: Phyton
2nd: Giant Centipedes (#1; #2)

Initiative:
1st: Phyton; Gaarm; Nizvit; Sir Thomas
2nd: Giant Centipedes (#1; #2)
3rd: Naxx

Nizvit: Please update your character profile as specified in the Discussion thread.


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

Seeing the centipedes on the the "wrong side" of the group, Phyton casts a spell and steps backward.

Cast Mage Armor


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

Done =^^=


The centipedes stap towards Phyton and Nizvit respectively and bite at them.

Bite @ Phyton-15 AC: 1d20 + 2 ⇒ (6) + 2 = 8
Bite @ Nizvit-11 AC: 1d20 + 2 ⇒ (19) + 2 = 21

The first centipede misses as his mandibles glance off of the force armor conjured by Phyton, however the other centipede is able to gouge the soft skin of the kobold.

Damage: 1d6 - 1 ⇒ (6) - 1 = 5
Need a Fortitude Save from Nizvit

Initiative:
1st: Phyton; Gaarm; Nizvit; Sir Thomas
2nd: Giant Centipedes (#1; #2)
3rd: 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

Lol FS: 1d20 - 1 ⇒ (2) - 1 = 1

-Posted with Wayfinder


Nizvit takes 1d3 ⇒ 1 Dexterity damage. Technically, you need a second save on your turn, which is now.


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

FS: 1d20 - 1 ⇒ (13) - 1 = 12

-Posted with Wayfinder


Nizvit takes another 1d3 ⇒ 3 Dexterity damage on his turn.


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 steps in drawing his greatsword as he slashes at the cetipede.

Free action: 5 foot step SW
Free action: draw greatsword
Standard action: Attack centipede

Greatsword: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22
damage: 2d6 + 6 + 2 ⇒ (5, 5) + 6 + 2 = 18

Power Attack


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 draws and swings his morningstar at the centipede to his west, then takes a step backward.

Attack: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Crit Confirm: 1d20 + 1 ⇒ (9) + 1 = 10
Crit Damage: 1d8 + 1 ⇒ (3) + 1 = 4


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

Seeing Nizvit get hurt causes Sir Thomas to rush into action. He casts cure light wounds, bounds over and heals his friend.
CLW: 1d8 + 2 ⇒ (2) + 2 = 4


Gaarm cuts down one of the centipedes with ease, while Phyton's morningstar brutally assaults one of the Giant Centipedes, but doesn't knock it unconscious. Sir Thomas heals up Nizvit.

The blow from the centipede unbalanced Nizvit enough that he wasn't able to react before the centipede skittered away, finding a hole in the wall to disappear through.

Nizvit, I need more Fortitude saves. DC 13. Make four of them or until you make the DC. For each one you fail, take 1d3 Dexterity damage.

What are you doing with the loot you found? Identifying the magical stuff? Taking it all with you and keeping it? Giving it to the Pharasman temple? Etc.

Current Status:
1st: Phyton; Gaarm; Nizvit @ 4 HP/-4 Dex; Sir Thomas; Naxx


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 |

No detect magic so unable to identify and no ranks in spellcraft atm but I say split the holy water up evenly between the party and rest once we figure out what it is, but may as well take it all with us.

Gaarm tries to recall what he can about the Manual of the Order of the Palatine Eye from studying in the professor's library.

Knowledge (Arcana): 1d20 + 3 ⇒ (16) + 3 = 19


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 move over to Nizvit and try to squeeze out some of the poison from the little kobolds wounds

Treat Poison:

To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.

Time: 1 standard action.

Heal check: 1d20 + 1 ⇒ (5) + 1 = 6

"I know this should work in theory..but I seem to be doing it wrong. Do any of you have experience with poisoned wounds?"

(If Nizvit doesn't save and nobody else tries the heal check Naxx will continue to try to help for the remaining rounds, rolling for now, if someone with a better heal check steps up..changing them to assists)

Heal check: 1d20 + 1 ⇒ (1) + 1 = 2
Heal check: 1d20 + 1 ⇒ (14) + 1 = 15
Heal check: 1d20 + 1 ⇒ (7) + 1 = 8

After Nizvit either get's better or goes comatose Naxx notices the pile of items around here

"Take everything with us and try to figure out what everything is back at the mansion?"

Naxx will cast detect magic now just to take a quick look.
I also don't have spellcraft trained, I hope someone does

Assuming nothing happens I'll get read magic tomorrow morning and at least be able to find out what's on the scrolls


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

FS: 1d20 - 1 ⇒ (11) - 1 = 10
FS: 1d20 - 1 ⇒ (16) - 1 = 15
FS: 1d20 - 1 ⇒ (5) - 1 = 4
dex: 1d3 ⇒ 1

im not sure how to make the rolls. But here goes for SpellCraft. I also have detect magic and read magic. Sorry for not posting. Life is a bit hectic atm
SC: 1d20 + 7 ⇒ (3) + 7 = 10
SC: 1d20 + 7 ⇒ (6) + 7 = 13
SC: 1d20 + 7 ⇒ (10) + 7 = 17
SC: 1d20 + 7 ⇒ (10) + 7 = 17


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 cast Detect Magic and attempt to discern the auras.
spellcraft: 1d20 + 4 ⇒ (13) + 4 = 17
spellcraft: 1d20 + 4 ⇒ (9) + 4 = 13
spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7
spellcraft: 1d20 + 4 ⇒ (16) + 4 = 20


Between them, Sir Thomas and Nizvit have determined that there are ten +1 arrows, five +1 ghost touch arrows, two +1 undead bane arrows, five potions of cure light wounds, two potions of lesser restoration, a scroll of detect undead, two scrolls of hide from undead, and a scroll of protection from evil. The items in the darkwood case perplex both of them, however.


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

It seems that someone is preparing to fight the Undead. These arrows are all able to effect even ghosts. These are slightly magic, enchanted to correct for your errors and hit a little harder (+1), these can cause ghosts as much trouble as us living (ghost touch) and these are made to be especially detrimental to the undead.
He passes out the potions of CLW. These can seal your wounds and heal your body. The Empyreal Lords already bless me with this ability, perhaps someone else would benefit more from this one. He offers the fifth to whomever will take it. He then takes the potions of lesser restoration and hands one to Nizvit who has been wracked with poison. I will hold on to this one for a dire situation, it is beyond even the gifts I have been given. He holds on to the scrolls of hide from undead as well. He hands to scroll of protection from evil to Nizvit, If one of us looses our mind to the control of evil, cast this it will give us one chance yet.


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

"Seems we are well equipped to fight the undead now..I wonder why the professor went here..and then only took a few of the items with him"


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 items before him. Perhaps I should take the extra potion. I will store it in my pack if anyone has a dire need of it. Should we take this book also?

So just to clarify Potion of Cure light wounds x2

Should we split up the arrows a bit also? I could take (3) +1 arrows and (2) Ghost touch arrows. If no one has any objections. Or if we have a better archer out there it would be better in their hands of course.


Loot Spreadsheet posted!

@Gaarm: What book?

Sir Thomas doles out the goods to his fellow party members with little argument about their dispensation. The party stays on guard for more attacks from critters while the thoroughly explore the crypt, but they find little else of value or worth. Sir Thomas is quick to keep them from doing any damage to the tomb that is beyond necessary.

As the party exits from the crypt, the graveyard watchers are missing and the sun is well past its midpoint. Assumed that you guys wanted to thoroughly search for anything that might help you.

The team heads back to the manor and Kendra will inform them that they have a few guests from the local temple.

She leads the group to the library and Sister Falsworth sits sipping tea with two other Pharasmites. Ah, Sir Thomas was it? I heard from the local townspeople and my Restlands gravediggers that you and your compatriots had a little adventure in the Restlands today. I was under the assumption that we established that the Restlands are under my purview. Care to explain why I was not informed as to why you would be breaking into a crypt in broad daylight and spreading word of this across town?

Sense Motive DC 12:
She is not pleased with you.


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

SM: 1d20 + 1 ⇒ (12) + 1 = 13

Nizvit eyes the woman, but stays quiet. Best have Sir Thomas deal with this. He didnt want to get into trouble, he was already feeling ill from the bite from that crawly thing... he hates the top world at the moment... burrows are safer

-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 |

nevermind I was referring to the darkwood case that matched the symbol on a book in the professor's library.


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

Sense Motive: 1d20 + 3 ⇒ (12) + 3 = 15

Phyton bows to the woman and holds out his hands. "I'm afraid it was at my bidding that we went to the Restlands. I was investigating a rumor I had heard in town. Sorry to have went against your wishes, but we caused no harm."

Diplomacy Aid: 1d20 + 1 ⇒ (10) + 1 = 11


What rumor was so important that you had to break into an eternal resting place of the deceased? Additionally, what were you doing in there? She looks at Phyton with disdain.


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

sense motive: 1d20 + 0 ⇒ (5) + 0 = 5
We caused no harm to the dead. It was a false crypt. We believe someone was gathering stores to fight the undead. Something that is abhorrent to both our faiths, no? Are you not interested in such things? If you would like to help is in the future we would be happy to have you.
I will then concentrate on her to detect evil.


She does not detect as evil, but Sir Thomas would also know that it would not be beyond the pale for a priestess of Pharasma to be evil. Even an evil priestess of Pharasma would abhor the desecration of remains or graveyards.

The sister bristles at the implied accusation and assumed superiority. Perhaps you do not understand your position here. It is not us that would help you, but you that would help us. First, if you have proof of this claim of stores to fight the undead, then present your evidence. Second, if these items were located in our graveyard, then how would they have come to reside 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

I agree lets go speak with Father. We shall show him the evidence.


I am here at his bequest. You lot are here under the auspices of Lady Kendra. You claim to have a reason for desecrating a crypt in our Restlands. We are here to see the evidence of such a claim. Additionally, you are the trespassers in this scenario. We could easily let this be sorted by the sheriff, but out of respect for your station, Paladin, we came to you first. Now show us evidence of such a cache before I lost my patience. The woman clearly grows tired of the man's bolstering and bravado.


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 found these in the false crypt. He says pointing to the arrows.
And see this as proof that I have caused no desecration. He channels positive energy and fills the room with a sensation of healing love.
channel: 1d6 ⇒ 4
Should I have caused or allowed any desecration to befall the dead I pray that my powers be stripped from me here and now. I respect your station as well. It is out of respect for your church that I do not fear telling you of our discoveries.
Diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22


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 remain on the background..not wanting to draw to much attention to himself being presumed to be the "Piper" right now by the town folk

Aid another on diplomacy if allowed: 1d20 + 6 ⇒ (11) + 6 = 17


The Sister looks over the arrows with a skeptical eye. Would you let my associate see those? One of the sisters steps forward and bows.

How did you come to find out about this "cache"?


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

As a player I am leery here but do not have an in game reason to be so...
Sir Thomas hands the associate one of the undead bane arrows and begins describing the aura. If you are able to detect magic you can see these white lines arching, the shape of the lines and their strength indicates moderate conjuration magic, the color is consistent with an arrow keyed to hurt the undead.

Turning back to the sister. My associates have been looking into the death of our friend. We believe there is more to it than what appears on the surface. This crypt seems to corroborate our view. If you are amenable, we can work with your church in future endeavors.

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