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

Game Master rpblue

Loot Spreadsheet: Here!

Maps: Maps


1,451 to 1,500 of 2,705 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | next > last >>

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

Thomas accepts the pain with a grimace as more of his health flows away. He pulls another potion Provokes and drinks it. Cure Moderate Wounds: 2d8 + 3 + 4 ⇒ (7, 8) + 3 + 4 = 22


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 useless.... need to get rid of this book... just need 1 save... and yet again...
WS: 1d20 - 1 ⇒ (2) - 1 = 1

-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

But he is hilarious... I can vividly picture him running around with that book talking about the great power it contains while being unwilling to use it.


I can't believe that you have rolled so low, so consistently. It must be a new record for one of my games.

Nizvit continues to preach about how this book contains the secrets of the universe and that this ghost is nothing more than a trivial problem. He proceeds to educate you on why you haven't gained as much power as him and how your weapons are futile in the long run compared to his mastery of the arcane.

Sir Thomas and Gaarm ignore the kobold and do their own schtick: healing and swinging swords.

Gaarm manages to land a blow on the creature, but he doesn't quite seem to hit the soft spot he was looking for as Sir Thomas downs a potion to heal his constantly incurred wounds.

3d20 ⇒ (9, 6, 9) = 24

The dire rat lashes out at Sir Thomas, but nothing of consequence happens as Naxx succumbs to the corrupting touch of the ghost, while failing to connect with his scythe.

The ghost laughs as he sees all of his damage transferred to the Paladin. "I get to harm two people for everyone and three for every two! This is fun!" it screeches in delight as it steps back and unleashes another arcane torrent at Gaarm and Naxx.

Magic Missile @ Gaarm: 1d4 + 1 ⇒ (3) + 1 = 4
Magic Missile @ Gaarm: 1d4 + 1 ⇒ (3) + 1 = 4
Magic Missile @ Naxx: 1d4 + 1 ⇒ (3) + 1 = 4
Magic Missile @ Naxx: 1d4 + 1 ⇒ (3) + 1 = 4

2d20 ⇒ (18, 4) = 22

Gaarm:
You remember that using the Lopper's handaxe against him proved more effective than normal methods of attack. Perhaps, something can be done with the Spellbook to fight the Splatter Man.

Initiative:
1st: Sir Thomas; Naxx; Nizvit
2nd: Ghost @ 22; Dire Rats (1)
3rd: Phyton; Gaarm

Status:
Nizvit (6 Wis Damage) @ 11/11 HP; Phyton-Unconscious (4 Wis Damage) @ -6/24 HP; Sir Thomas (6 Wis Damage) @ 28/29 HP; Naxx (8 Wis Damage) @ 1/16 HP; Gaarm(6 Wis Damage) @ 1 (-5)/27 (21) HP

Active buffs:
Nizvit: Mage Armor - 2:20 Hours; | Life Link: Naxx, Nizvit, Gaarm

Pending:
Life Link: Gaarm/Naxx


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 accepts the damage, and shakes his head at Nizvit. Hopefuly he can snap out of it soon.
Tom drops his link to Nizvit and establishes one to Phyton.


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 don't think putting the link on Phyton will do anything unless there is some collateral damage to him.

Phyton watches a bright light and ponders the mysteries of the multiverse.


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'll take 5 of your damage per turn. In two turns you will be up.


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
Sir Thomas the Benevolent wrote:
I'll take 5 of your damage per turn. In two turns you will be up.

Huh, I always thought it was if you took damage over 5, 5 went to the link(er), but rereading the entry, it says wounded, so that would work. Having two Life Oracles, I'll have to remember that.


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

Oracle's life link is the only action economy efficient healing until the heal spell. Generally speaking healing is not worth it at the cost of a standard action, with life link it is no action. With Lay on Hands thrown in there an OraDin can heal the party with no action and then get rid of the damage on himself with a swift action. This still leaves him with a standard and a move. The build gets better as you can form more active links (1/lvl)


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 eventually plan on having everyone life linked and have shield other cast on whoever needs it most. Against particularly worrisome bad guys I can use my smite evil replacement Bastion of Good in order to halve all damage to the rest of the party to begin with. With these in place, I should only have to worry about healing myself and I have Fey Foundling to help with that.


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 yells as he tries to finish this ghostly apparition in one final slash.

+1 Longsword (Angrist): 1d20 + 11 - 1 ⇒ (2) + 11 - 1 = 12
Damage: 1d8 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Evil Outsider extra damage: 1d6 ⇒ 5

Power Attack


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

i see it too. Crazy megalomaniac . I plan to do something "funny" once I save...

WS: 1d20 - 1 ⇒ (3) - 1 = 2

-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 having very little wisdom and almost no life energy left decides that withdrawing might improve his chances of survival while he keeps inspiring everyone else to fight the good fight.

(free action to sustain inspire courage, then withdraw - hopefully to safety)

And commanding Ramas to take care of the dire rat

Bite: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Damage bite: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6


Naxx withdraws as Ramas quickly sends the summoned Dire Rat back to the ether, while Nizvit continues to preach on the fortitude of a strong arcane force behind any armed contingent.

Gaarm, ignoring his gut instinct (aka my spoiler), decides to swing Angrist at the ghost, but his aim is quite off. Sir Thomas re-establishes a link with Phyton as he removes one from Nizvit, hoping to revive the fallen divine sorcerer.

The ghost flies around the room provokes from Gaarm, mostly ignoring Gaarm and his longsword. "You can't escape me dearies!" he exclaims as he unleashes another gout of arcane magicks.

Magic Missile @ Gaarm: 1d4 + 1 ⇒ (1) + 1 = 2
Magic Missile @ Naxx: 1d4 + 1 ⇒ (2) + 1 = 3
Magic Missile @ Nizvit: 1d4 + 1 ⇒ (3) + 1 = 4
Magic Missile @ Nizvit: 1d4 + 1 ⇒ (1) + 1 = 2

The blasts slam into Naxx, Nizvit and Gaarm, keeping the weakened ones weak and working on the raving kobold. "I will have my book!"

Initiative:
1st: Sir Thomas; Naxx; Nizvit
2nd: Ghost @ 22
3rd: Phyton; Gaarm

Status:
Nizvit (6 Wis Damage) @ 5/11 HP; Phyton-Unconscious (4 Wis Damage) @ -6/24 HP; Sir Thomas (6 Wis Damage) @ 18/29 HP; Naxx (8 Wis Damage) @ 3/16 HP; Gaarm (6 Wis Damage) @ 4 (-2)/27 (21) HP

Active buffs:
Nizvit: Mage Armor - 2:20 Hours; | Life Link: Naxx, Phyton, Gaarm

Pending:
Life Link: Gaarm/Naxx/Phyton


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

WS: 1d20 - 1 ⇒ (6) - 1 = 5

-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

Thomas nearly falls down as the wounds of his friends transfer to him. Able to stay on his feet he drinks down another potion. CMW: 2d8 + 5 + 4 ⇒ (6, 7) + 5 + 4 = 22


Initiative:
1st: Sir Thomas; Naxx; Nizvit
2nd: Ghost @ 22
3rd: Phyton; Gaarm

Status:
Nizvit (6 Wis Damage) @ 5/11 HP; Phyton-Unconscious (4 Wis Damage) @ -1/24 HP; Sir Thomas (6 Wis Damage) @ 25/29 HP; Naxx (8 Wis Damage) @ 8/16 HP; Gaarm (6 Wis Damage) @ 9 (3)/27 (21) HP

Active buffs:
Nizvit: Mage Armor - 2:20 Hours; | Life Link: Naxx, Phyton, Gaarm

Pending:


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 |

*Smacks palm against forehead* I don't know how I missed that spoiler. Somehow it blended into the rolls for me.

You won't lay your hands on that book!

Gaarm slashes at the ghost as it passes and all of a sudden sees a blinding radiant light in front of him.

AoO+1 Longsword (Angrist): 1d20 + 11 - 1 ⇒ (12) + 11 - 1 = 22
Damage: 1d8 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Evil Outsider extra damage: 1d6 ⇒ 6

Power Attack

So beautiful.....

The light almost calms the raging man as he hears a soft and peaceful voice from within telling him to use the handaxe at his side.

Dropping Angrist to the ground Gaarm seems confused by his actions but yet proceeds as he leaps at the ghost once more.

+1 Handaxe: 1d20 + 11 - 1 ⇒ (20) + 11 - 1 = 30
Confirm Crit: 1d20 + 11 - 1 ⇒ (17) + 11 - 1 = 27
Damage: 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Additional Crit Damage: 2d6 + 14 + 4 ⇒ (4, 6) + 14 + 4 = 28
Evil Outsider extra damage: 1d6 ⇒ 5

Power Attack


As Nizvit rails on more and more, Sir Thomas heals himself up trying to staunch the impending doom of continued minor damage to the party.

Gaarm feels the warmth of the light call to him, but he greatly misinterprets the signs as the Lopper's handaxe does nothing special in relation to the Splatter Man.

The handaxe, however, does do a significant amount of damage as it connect to the Splatter Man.

Initiative:
1st: Sir Thomas; Naxx; Nizvit
2nd: Ghost @ 50
3rd: Phyton; Gaarm

Status:
Nizvit (6 Wis Damage) @ 5/11 HP; Phyton-Unconscious (4 Wis Damage) @ -1/24 HP; Sir Thomas (6 Wis Damage) @ 25/29 HP; Naxx (8 Wis Damage) @ 8/16 HP; Gaarm (6 Wis Damage) @ 9 (3)/27 (21) HP

Active buffs:
Nizvit: Mage Armor - 2:20 Hours; | Life Link: Naxx, Phyton, Gaarm

Pending:


My bad. Forgot Naxx posted that he was AFK for the weekend. Not really sure what he would do besides cower near Nizvit for 8 HP at this point.

Naxx keeps his scythe ready, but doesn't want to experience the destructive pain of its touch as the ghost scowls at Gaarm. "No! No! No! THIS WILL NOT DO!"

The ghost floats back a step and unleashes most of his arcane power into Gaarm in retaliation for the strike with the handaxe.

Magic Missile: 3d4 + 3 ⇒ (1, 2, 4) + 3 = 10

As the man falls to the ground, the man sticks his tongue out which fires off another blast at Naxx.

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3

Initiative:
1st: Sir Thomas; Naxx; Nizvit; Phyton; Gaarm
2nd: Ghost @ 50

Status:
Nizvit (6 Wis Damage) @ 5/11 HP; Phyton-Unconscious (4 Wis Damage) @ -1/24 HP; Sir Thomas (6 Wis Damage) @ 25/29 HP; Naxx (8 Wis Damage) @ 5/16 HP; Gaarm-Fatigued/Bleeding Out (6 Wis Damage) @ -7/21 HP

Active buffs:
Nizvit: Mage Armor - 2:20 Hours; | Life Link: Naxx, Phyton, Gaarm

Pending:
Life Link - Phyton, Naxx, Gaarm


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 grimaces as he accepts the wounds of his friends but smiles as Phyton regains consciousness. Tomas once again drinks down a potion. CMW: 2d8 + 3 + 4 ⇒ (5, 7) + 3 + 4 = 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

"Someone who can actually use this thing take it and slice that ghost to pieces!"

Naxx holds up the magic scythe he hasn't been able to successfully use
Maybe Sir Thomas has a better chance of damaging the ghost with it?


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

sorry guys. Router was busted. Had to replace it... uhg

WS: 1d20 - 1 ⇒ (20) - 1 = 19

-Posted with Wayfinder


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....

The Kobold finally snaps out of his trans and hurls the cursed book across the room, screaming in frustration as he does this!

-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 |

Con check DC 10: 1d20 - 7 ⇒ (19) - 7 = 12

Somehow Gaarm's bleeding stops as his body lies on the cold wet stony floor.


@Nizvit: That would be a free action if you want to try and cast a spell. (The Will Save is only if you try to cast a spell.)


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

Coming too, Phyton instinctly channels positive energy to heal his and the party's wounds.

Channel: 2d6 ⇒ (1, 3) = 4


Don't wanna tell you how to play, but I think you guys are forgetting nearly everything in your packs. I mean I see Holy Water, Ghost Touch and Undead Bane Arrows...

Phyton's channel bathes Gaarm, Sir Thomas and himself in holy light, replenishing a few light wounds as Sir Thomas chugs his last Cure Moderate Wounds potion.

Naxx holds out his scythe as Nizvit quickly drops the book that he is holding.

You can cast one spell now, Nizvit!

The ghost cackles as everyone rises once more. "It seems that a bit more power might be needed to overwhelm you!"

He seems to summon another gout of arcane blasts into his hand and snaps the other as they seem to grow. "Maybe empowering them just a bit might be fun!"

He send out the Empowered Magic Missiles at the party, hoping to keep sending more and more pain rocketing towards Sir Thomas.

Magic Missile @ Phyton: 1d4 + 1 ⇒ (2) + 1 = 3 +50%
Magic Missile @ Naxx: 1d4 + 1 ⇒ (3) + 1 = 4 +50%
Magic Missile @ Sir Thomas: 1d4 + 1 ⇒ (3) + 1 = 4 +50%
Magic Missile @ Nizvit: 1d4 + 1 ⇒ (2) + 1 = 3 +50%

Nizvit:
If you want to cast a spell this round, then you still need a Will Save. "Whenever the holder of the moldy spellbook attempts to cast an arcane spell, she must make a DC ?? Will save to resist deciding at the last minute to not cast the spell, effectively losing that action for the round (although not the spell or spell slot). This effect persists for 1d6 days after the person carrying the book sets it down. You think that you might be able to injure the ghost by destroying the valuable spellbook though...

Initiative:
1st: Sir Thomas; Naxx; Nizvit; Phyton; Gaarm
2nd: Ghost @ 50

Status:
Nizvit (6 Wis Damage) @ 1/11 HP; Phyton (4 Wis Damage) @ 4/24 HP; Sir Thomas (6 Wis Damage) @ 23/29 HP; Naxx-Staggered (8 Wis Damage) @ 0/16 HP; Gaarm-Fatigued (6 Wis Damage) @ 2/21 HP

Active buffs:
Nizvit: Mage Armor - 2:20 Hours | Life Link: Naxx, Phyton, Gaarm

Pending:
Life Link - Phyton, Naxx, Gaarm


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 pulls out the wand of cure light wounds (15 charges).
He uses it on himself having taken more injury from his allies.
CLW: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Phyton, hit me with another channel or I will have to break the links.

With a quick prayer, Sir Thomas calls down the protective power of the Empyreal Lords.

Bastion of Good (Su):
At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin's number of uses of smite evil per day increase a sacred shield's uses of bastion of good per day. This ability replaces smite evil.


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 going to move to get closer but anyone who is within 10 feet of me will take half damage from any of the ghost's attacks.


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

FLAMES and more FLAMES: 3d4 + 5 ⇒ (4, 3, 4) + 5 = 16
He stretches out poths claws, engulfing the dropped book in flames

flaming hands

-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 nods and channels again.

Channel: 2d6 ⇒ (6, 2) = 8


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Regaining consciousness Gaarm stands up and moves closer to Thomas. We need to end this quickly. He growls as he begins to seethe with rage. This ghost ends 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's channel gives me 12 with Fey Foundling


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 used the 5 holy waters btw. Those were the 5 that he threw at the haunted furnace and the bleeding wall.


Ah, if you use something from the loot list, feel free to update it!


Sir Thomas tries to staunch the quickly growing amount of pain and suffering being spread around.

Phyton channels some more energy to heal himself and the two others near him as Nizvit immolates the book with his fire, causing the Splatter Man to be consumed in flames.

Destruction of Splatter Man's Entire Spellbook: 1d6 + 17 ⇒ (5) + 17 = 22

"Nooooooo!" he bellows. "I will return!"

The room quiets as the man fades into nothingness. An eerie quiet sets in as Sir Thomas remember a key lesson from the University of the Light. Ghosts will return if the source of their anguish is not dealt with.

You know from Vesorianna that unless another Warden is nominated with the finding of the Badge, then the Splatter Man will return to the prison just as strong.

As you defeat the Splatter Man, the fog seems to dissipate.

Status:
Nizvit (6 Wis Damage) @ 1/11 HP; Phyton (4 Wis Damage) @ 17/24 HP; Sir Thomas (6 Wis Damage) @ 26/29 HP; Naxx (8 Wis Damage) @ 5/16 HP; Gaarm-Fatigued (6 Wis Damage) @ 15/21 HP

Active buffs:
Nizvit: Mage Armor - 2:20 Hours | Life Link: Naxx, Phyton, Gaarm

Pending:
Life Link - Phyton, Naxx, Gaarm


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 do

Good Job Nizvit. That is a helluva flame you have.

Gaarm takes a look around the room. Is everyone alright after that?Gaarm says as he catches his breath.

Perception: 1d20 + 3 ⇒ (12) + 3 = 15


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 accepts the damage with a continuing grimace. He then uses the wand once more.
wand of clw: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6
We need to find that badge


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 takes huge gulps of air and his eyes sort of glace over

I think I'm at 8 hp now and down 8 wisdom

"Maybe we need a vacation before we do that?"


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

One day, tops, these ghosts will come back if we wait too long. We will sleep in the manor and start first thing in the morning. We can not let them reconstitute.
Tom ends his life links after one turn so as to not fall unconscious. Gaarm use what's left of your magic to heal us up and then let's get some rest.


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 holds his small claws onto his head

"Yez. Head zore... much zpinning. Bezt get rezt" he sais between grimices

-Posted with Wayfinder


@Sir Thomas: Gaarm doesn't have spells.

The group heads back to the empty manor as their ward still has not returned and they wearily rest their heads.

Gaarm and Nizvit - Will Save

Added full night's rest to HP and reduction in Wisdom Damage.

What are you going to do now?

Status:
Nizvit (5 Wis Damage) @ 4/11 HP; Phyton (3 Wis Damage) @ 24/24 HP; Sir Thomas (5 Wis Damage) @ 20/29 HP; Naxx (7 Wis Damage) @ 13/16 HP; Gaarm (5 Wis Damage) @ 21/21 HP

Active buffs:
Life Link: Naxx, Phyton, Gaarm

Pending:


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 meant Phyton.
I am moving the link from Naxx to Nixvit. In a couple levels I will be able to get everyone.
Gather up as I invoke a blessing.
Channel: 2d6 ⇒ (1, 2) = 3+4 for me


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 - 2 ⇒ (12) + 2 - 2 = 12

Seems we have a large chunk unexplored on this floor lets continue there.

Let's take our time we need to find this badge. I don't feel we would do as well fending these ghosts off a second time.

Each choose a room on this current floor and take 10 or 20 to search for this badge? We need to cover as much ground as possible.


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

Lets stay in the same room but break it up into quadrants and take our time scouring our section. Take a 20


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 follows along nodding in agreement to the plan.

Phyton has three channels left.


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 |

Maybe the ghost lady knows where the badge is or was last?


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:
Numerous grisly tools of torment decorate the room, from cages to hanging chains along the walls to a stretching rack, a large wooden tank, and a fire pit in the middle of the room. To the east stands a grim iron maiden, the lid closed and presenting a stern decoration of a tormented woman upon its face. The broken, twisted skeleton of a human dressed in a tattered guard’s uniform lies upon the stretching rack in the middle of the room; the body is surrounded by several discarded knives, branding irons, and pliers. A large, bloodstained wicker basket sits at the head of the rack.

Did we search this guards body? I think we forgot to as I started to get tortured by the iron maiden.


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 give that room a good once over.
Sir Thomas will lead the way back to the iron maiden where he will give the room a good once over. Take a 20 for a 25

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

Want to post a reply? Sign in.

Current Characters


Kellid
Gaarm

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 |


played by Tyranius (565 posts)
Callous Rake
GM Bold Strider


played by rpblue (7,542 posts)
Nighttail the Glib
Karu the Kobold Strider

The koboldest of all the Bold Striders. | Also, Wayfinder GM for GM Bold Strider

played by rpblue (187 posts)
Exorcist
Lady Eleanor

Female Pal 6/ Ora 6 HP: 50/50| AC 19 | T 10 | FF 19 | Fort +10 | Ref +6 | Will +10| CMD 16 | Initiative +2 | Perception +9 | Sense Motive +5 | Knowledge(Religion) +8
Resources:
Energy Body (6/6), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 7/7, Lvl 1 spells 7/7, Lvl 2 spells 6/6, Lvl 3 spells 4/4; LOH 7/7


played by MichaelCullen (9 posts)
Kobold Devilspeaker
Nizvit the Kobold

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


played by Seth86 (414 posts)
Palaveen
Zakon Shkeles

Male LE Tiefling (Daemon-Spawn) Magus (Esoteric) 6/ Investigator (Empiricist) 6 | HP: 43/43 | AC: 14[20] (10[12] Tch, 14[20] Fl) Energy Resistance: Cold, Electricity, Fire 5 | CMB: +6[+7], CMD: 16[20] +2 against BR, O, T| F: +7, R: +6, W: +6 | Init: +2 | Perc: +12, SM: +8 | Speed 30ft | 7/7 Arcane Pool | 5/6 Inspiration | | Extracts: 1st 5/5 2nd 4/4 | Spells:1st 4/4 2nd 3/3 | Active conditions: none

played by TheBobJones (146 posts)

Previous Characters


Man in the Mwangi Expanse
MichaelCullen

Male Human Expert 1 Warrior 1
(2,656 posts)
Owlbear
Scarab Sages Revvy Bitterleaf

(7,774 posts)
Seryzilian
Seth86

(3,326 posts)
Xotani
Dark Archive Tyranius

Scenario and AP Tracker
(1,979 posts)
Tiberolith
GM Tektite


played by Hawkwen Agricola (13,565 posts)
Demon Hunter
Silver Crusade Karu the Bold Strider

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


played by rpblue (333 posts)
Killian Paltreth
Sczarni Mr. Madison

Male Kitsune (always in human form) Sorc 11 (Fey bloodline) , HP 79/79, Init +19 (+23), F 10, R 7, W 11 (+1 against poisons or diesease)
played by MichaelCullen (315 posts)
Kirrian
Naxx

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


played by Revvy Bitterleaf (402 posts)
Grazzt
Phyton Empyraster

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

played by Hawkwen Agricola (290 posts)
Sir Holton
Sir Thomas the Benevolent

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


played by MichaelCullen (540 posts)