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

"Yes, the story on why everyone fled Liepstadt might be a bigger hit in the taverns then the tale of approved paperwork on a windmill. Not every drunken tavern go-er appreciates a good bureaucratic tale"


The two women frown at the question before Garrow answers. "The village’s children vanished one by one into the swamp, which was bad enough, but the town was soon haunted by their ghosts. At night, you could see their plae, ghastly forms walking the streets. It was horrifying." she tells you.

"Then one day the culprit showed his face. That blasted Beast of
Lepidstadt. It boldly walked into the village with one of the dead children, a small girl named Ellsa. It laughed as it carried the child’s broken body into the center of town."

"As soon as the locals saw the Beast, they set upon it with pitchforks, but try as they might they couldn’t catch it. It moved so fast..."

"It tossed her body to the ground and then ran into the swamp. The poor innocents it killed continued to haunt the village, and before long became too much for the others, who left this cursed village." she finishes.

"We would have left as well, but we have nowhere to go and we make sure not to be outside at night." Starle remarks.


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

"That not zzzound like one in cage..." he pondered loudly


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 frowns. So noone actually saw this beast kill the children? How are you sure he did not find the little girl and bring her body back where it belonged?


"Yes. A monstrous creature brought back the body of a small girl out of the kindness of its heart while laughing maniacally. Perhaps, they do this wherever you come from, bu,t here in Lepidstadt, we are at odds with all manner of creatures that roam the land." Garrow responds, her tone noticeably more stern.

Their kind faces have turned a bit stalwart at Gaarm's defense of the Beast.


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

Do you know the direction the beast came from? Or where it fled to? It may be time for someone to check out where these murders occurred.
diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23


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

"Any more details you could tell us would be off great help to us"

Aid on diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26


The women still seemed displeased that you appear to be siding with the creature they believe ravaged the children of their town, then sent their ghosts back to haunt everyone. "The Beast went back into the swamp. It's not like we followed. The swamp is dangerous." Starle responds.

"The last victim of the Beast was Karin. After that creature left the body of Ellsa in the town center, it came back in the middle of the night and killed that poor farmer girl." Garrow tells you. "Their house is down the street on the left. With the yellow shutters. The parents have long since fled to Lepidstadt."


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

Perhaps we aught to check out that crime scene. , Thomas says sensing the women's weariness.


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 |

Thank you for your time ladies. Perhaps we can get a tour of that windmill later? Gaarm says with a flash of his smile, fangs and all as he makes his way towards the house with the yellow shutters.

Once out of earshot Gaarm looks to the nervous kobold. See you did good back there. Before you know it we will have you speaking in front of a whole town!


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 became a lighter shade of pink
"Nizzvit not speak to town... Nizzvit afraid of mob with rockzzz...."

-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

"It would be good to get..a feel for the place."

"Let's pay a visit to the swamp"


You head towards the town proper and find that even the road has become overgrown.

Perception:
Sir Thomas: 1d20 + 6 ⇒ (13) + 6 = 19
Nizvit: 1d20 + 6 ⇒ (8) + 6 = 14
Naxx: 1d20 + 5 ⇒ (9) + 5 = 14
Gaarm: 1d20 + 3 ⇒ (6) + 3 = 9
1d4 ⇒ 1
1d20 ⇒ 11

As you move through the dilapidated town, Sir Thomas takes a step into some weeds and a clink is heard just before a clangorous snap. Searing pain radiates through Sir Thomas' leg as he looks down to find his ankle ensnared by a bear trap.

Bear Trap Damage: 2d6 + 3 ⇒ (5, 4) + 3 = 12
Bleed Damage of 1d6 in addition to Sir Thomas as his wound seeps blood.
Bleed Damage-First Round: 1d6 ⇒ 1

Status:
Sir Thomas-Bleeding @ 25/38 HP

First Round:
Gaarm; Naxx; Nizvit; 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 rushes beside the man. Knelling down he inspects the trap. It'll be alright. We'll get you out of there.

He grabs ahold of the trap and tries to pry it open.

Str: 1d20 + 4 ⇒ (17) + 4 = 21


With one deft movement, Gaarm pries open the bear trap letting Sir Thomas quickly pulled his savaged leg from the metal teeth.

The wildman tosses it to the side and with another snap, the bloody metal contraption snaps close once more in the weeds nearby. Sir Thomas' legs openly weeps now as blood pools in his boot and on the dirt beneath his foot.

Status:
Sir Thomas-Bleeding @ 25/38 HP

First Round:
Gaarm; Naxx; Nizvit; Sir Thomas


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 lays hands on himself, staunching the wound. LOH: 2d6 + 4 ⇒ (6, 3) + 4 = 13


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

"Maybe that callzzz more bad people...." he says a bit worriedly. As a slight glow flashes around him
"Bezt be prepared"
cast magic armor

-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

"Are there any others dangers around?"

Naxx scans the area for other signs of danger

(Casting detect magic, then taking a look around)

Perception: 1d20 + 5 ⇒ (17) + 5 = 22


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

Thom too looks around aiding Naxx perception: 1d20 + 6 ⇒ (11) + 6 = 17


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

"Why would anyone hide a bear trap in town?...unless they plan to hurt someone, you don't place it somewhere outside the woods to hunt..."


You don't see any magical auras in the area, nor do you notice any enemies or potential friends. The town appears to be completely deserted, though the sun is quickly setting. You think you have only half an hour until sunset.

I set the map up of the town with your current location. You can choose which areas to investigate. Each square is 50'x50', so you are all in the same square as marked by Gaarm's picture. Also, the blue aura'd buildings are the important ones.


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 sighs. Entire place looks deserted and a lot of buildings to check. Let's start at the closest one and work our way around.

Gaarm grabs his blade and begins to make his way to the closest building.

Token set on map.


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 nods at Gaarms words and follows (safely) behind the big blade wielding man

(keeping detect magic going just in case we walk near some magical aura)


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 cover the opposite end of what Naxx is


@Naxx: You will slow down the party to half speed if you keep Detect Magic running. Is that ok?

The group finds a large, deserted boarding house. The group investigates the house but finds nothing to not aside from a small boy's room that appears to not have been touched during the rapid departure.

There are no magical auras in the building and the group can't seem to find any secret doors or compartments 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 |

Gaarm takes a look around the small boys room. Why would they take everything and not touch their child's room?

Perception: 1d20 + 3 ⇒ (6) + 3 = 9

He lifts the mattress and lets it fall with a flop.


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

perception: 1d20 + 6 ⇒ (12) + 6 = 18 Thom looks around the boys room as well, hoping to do better than Gaarm.


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 long as the others don't mind, sure. If they feel the need for speed I'll just drop it

"It is odd...and might be a clue, but I have no idea what it might entail... Maybe there's a pattern of untouched rooms in the rest of the houses? Let's search through the next few houses"


The group searches the room but only finds a few toys left under the mattress. As Naxx searches with Detect Magic the sun sets lower, you believe you only have ten minutes before sunset.


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

"Maybe wait and zzzeee what happenzzz at night? Maybe different monzzzter? We track and find where it zzztayzzz? " he offers up an idea

-Posted with Wayfinder


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

Gaarm claps the kobold on the back. Do you want to sleep in the child's bed?

Seeing that it is growing dark Gaarm leans against the wall as he sits down. Who knows if there are even any monsters, but you are right we should rest. It is not safe to wander around at night. WHo knows how many other old bear traps are lying about.


So are you staying at the house or just waiting until dark to explore more?


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 nods at Gaarms words

"We might as well stay the night here and continue our search tomorrow, no point in stumbling around in the dark"

We still have a day or so till the trail right? If we don't have enough time we might want to continue searching now and then hurry back


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 |

That is true. how much time do we have left until the trial?


You have two more days before the trial starts. The trial is expected to last three days.


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 prepares for a night of rest while going over the events in his mind to see if he missed anything

"Let's set a watch rotation, can't be to carefull around here if you ask me"

Let's do a 2 person 2 hour rotation. Me and Gaarm, then Me and Sir Thomas, then Sir Thomas and Nizvit, then Nizvit and 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 |

Gaarm agrees. We don't have much time until the trial but I am unable to see in the dark and I would rather not step on any more of those bear traps. Though Andrew may be innocent, there is no need on getting us all killed running around the woods at night.


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

"Maybe a good idea to discuss what we will do after we get a decent rest though. We explore the rest of this town and then go back for the trail and explain what we found?"


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

Sounds like a decent plan to me. But Our arcane casters will need 8 hours of rest in order to get their spells back. As long as I get at least an hour of rest I can feel better the next morning with the blessing of the Empyreal Lords through their mercy in my lay on hands.


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 |

We find and do what we can to help Andrew. We can't help him unless we find absolute proof in some form. Gaarm explains.


Small Clarification: It would need to be 4 hour shifts in order for the arcane people, aka everyone but Sir Thomas, to get back full spells (8 hours).

Shift Order: Me (Naxx) and Gaarm, then Me (Naxx) and Sir Thomas, then Sir Thomas and Nizvit, then Nizvit and Gaarm.

Having a sleeping schedule for 16 hours will definitely dampen your ability to meet all the tasks before the trial. Should we go through with the 16 hour schedule?


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 think no. 8 hours. We will have to work with it. We cant delay

-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

We will rest for 9 hours. I will keep watch in the night and then Gaarm can keep watch as I catch a small nap. This will give Nizvit time to look over his spell book.


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

2 shifts, Sir Thomas 8 hrs, Gaarm 1 hour.
9 hours are needed for our wizard friend, 8 of rest 1 of study. Spontaneous arcane casters only need 8 hours of rest and 15 minutes of prep. Divine casters don't need sleep (except to negate fatigue/exhaustion) but need 1 hour of prep at a certain time of 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 |

I am good with whichever shift order.


Sir Thomas decides to take the short shrift of sleeping and stays up nearly all night, ready for another day of adventuring, however he believes that if he stays up he will grow weary and begin to lose focus.

This particular book of the AP has specific rules for not getting sleep, so watch out! :D

1d9 ⇒ 1

Early into the night after everyone except the stoic paladin has fallen asleep, Sir Thomas feels the chill come through the house as the ghosts of three children slowly rise through the floor boards and stare at Sir Thomas.

"His friends sleep. Brother Swarm wants him to join us!" whispers a small boy to a blonde girl as she giggles uncontrollably.

Perception:
Sir Thomas: 1d20 + 3 ⇒ (14) + 3 = 17
Nizvit: 1d20 + 5 ⇒ (11) + 5 = 16
Naxx: 1d20 + 5 ⇒ (15) + 5 = 20
Gaarm: 1d20 + 3 ⇒ (13) + 3 = 16

Initiative:
Sir Thomas: 1d20 + 2 ⇒ (2) + 2 = 4
Nizvit: 1d20 + 3 ⇒ (8) + 3 = 11
Naxx: 1d20 + 1 ⇒ (20) + 1 = 21
Gaarm: 1d20 + 4 ⇒ (17) + 4 = 21
Children: 1d20 + 5 ⇒ (20) + 5 = 25

As the three children shriek and leap at Sir Thomas, the rest of the party awakens.

Incorporeal Touch @ Sir Thomas-10 FFTAC: 1d20 + 7 ⇒ (1) + 7 = 8
Incorporeal Touch @ Sir Thomas-10 FFTAC: 1d20 + 7 ⇒ (12) + 7 = 19
Incorporeal Touch @ Sir Thomas-10 FFTAC: 1d20 + 7 ⇒ (4) + 7 = 11

The three children quickly surround Sir Thomas and begin to poke and prod him as their touch quickly withers his skin.

Damage - Negative Energy: 2d6 ⇒ (5, 5) = 10 Need a Fortitude Save.
Damage - Negative Energy: 2d6 ⇒ (1, 5) = 6 Need a Fortitude Save.

In the distance, outside the window, you hear the sounds of more children and it sounds like they are approaching.

Initiative:
1st: Children (#1; #2; #3)
2nd: Gaarm; Naxx; Nizvit; Sir Thomas

Status
Sir Thomas @ 22/38 HP
Gaarm-Prone
Naxx-Prone
Nizvit-Prone

Pending
Sir Thomas - Two Fortitude Saves


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 stands up, holding his hands out. Are you the children that Andrew killed? He holds his arms out defensively, not quite sure how to injure an actual ghost. Reflexively he places a hand on his sword as he draws his shield up in front of him.


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

Fort save: 1d20 + 10 ⇒ (4) + 10 = 14
Fort save: 1d20 + 10 ⇒ (7) + 10 = 17

You do not need to hurt me to have me join you, I will follow you if you lead me somewhere, we can even play a bit. I can be a much better friend living than dead. Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26
Sir Thomas says in a kind voice while quickly patching himself up.
Lay on hands: 2d6 + 4 ⇒ (6, 3) + 4 = 13


Con Drain: 1d2 ⇒ 2

As Sir Thomas heals himself and tries to assuage the kids aggression, he feels that their touch seems to drain his very life force.

Initiative:
1st: Children (#1; #2; #3)
2nd: Gaarm; Naxx; Nizvit; Sir Thomas

Status
Sir Thomas @ 27/30 HP [2 Con Drain]
Gaarm
Naxx-Prone
Nizvit-Prone

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

With 2 con drain I should have max hit points of 34.

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