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

Game Master rpblue

Loot Spreadsheet: Here!

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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 |

Sitting in the corner and listening to the berating and questioning Gaarm finally speaks up

As Sir Thomas stated earlier we had heard it through rumors and nothing more. We did not mean to step on your toes by looking into it and we were not disrespectful to the dead's rest in any way. There is nothing more to prove here I am afraid and now that we know it shall not happen again. So if there is nothing more I am getting quite hungry and tired and we should be on our way, or are we led not to believe a Paladin's word these day's?

Bluff: 1d20 + 1 ⇒ (20) + 1 = 21


@Gaarm: I'm not sure how that's a Bluff?

The standing sister turns the arrow over in her hands and inspects the fletching and the tip, clearly examining the magical auras as well as the craftsmanship as Sir Thomas is talking. She bends down and whispers something in the ears of Sister Falsworth.

Interesting. It appears that you have raided a placement of arms by our church's elders in our church's graveyard. She hears Gaarm's words, clearly displeased by the arrogance of the foreigners. She sighs deeply before continuing. This paladin's word means nothing here, especially after we informed him that the Restlands are under our purview and he proceeded to lead the lot of you to a church store of arms wherein you looted it immediately. Seeing as how you did not seek us out to inform us of the rumors or deliver the arms directly to us, then I can only assume that you meant to rob the church. You can see how this puts me in a precarious position.

The Sister becomes lost in thought for a second before resuming talking. You are not to enter the Restlands again under any circumstances. We will be bringing this up at the next town meeting.

The Sister rises, waits to see if there is any response, and then walks from the room. Her acolytes trail after her.

-5 Trust Points = 16 Trust Points

It is a wicked Diplomacy DC to convince them if you don't have the requisite Trust Points and the Bluff check wouldn't work because you already revealed the weapons to the Sister. If you have nothing else, then we can move on to Day 7.


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 |

Ya it was a shot in the dark and I was not quite sure which route to place that in as I wanted it to seem annoyed at the questioning but still respectful to the Church's position.


Makes sense.


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 will be going off to see Father Grimburrow. He at least seems like he does not mind us here, perhaps I can smooth things out with him.
I will head down to see the father, on the way I will ask one of my acquaintances from the days previous to come with me, so I have a witness in case something goes sideways. The more trustworthy the individual the better.

If able to speak with the father:
Father, we had a run in with a member of your church today. Sister Falsworth was very upset that we went venturing into the Restlands today. We went to investigate a false crypt that seems to have been used to store weapons against the undead. She took exception to us removing the items and all but called us looters and thieves. It is probable that this was a stash left behind by your predecessors. As the ranking member of your church in the town, I would like your permission to hold onto these items, we are looking into the possibility that the Whispering Way may be active again and they would aid in the fight against any undead we come across. Of course if you do not wish us to have them, I will with hand them over for as best I can tell you are the rightful owner.


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

When we get back to the mansion;

"Are we going to do listen to what they told us..or are we going to the restland?"

Man..we are going to be in trouble soon if we keep this trust point loosing rate..I can't imagine it will lead to anything good


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 don't think there was much of a chance of winning trust points in that situation according to the GM as it had an insane DC

I think for now we should avoid the restland and investigate some of the other rumors about the town. they did only tell us to stay out of the Restlands and not to go wandering around town on the other rumors. Perhaps if we investigate this tavern owner that is serving corpses it will help place us in better graces with the rest of the town that some man was not disgracing the dead in this manner?

------------------------------------------------------------------

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


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 stays quiet during the entire meeting, obviously not well-spoken. Leaving the meeting, his shoulders slump. "Now what? We aren't making a very good impression in town."

I assume the sisters confiscated the items?


@Phyton: The sisters did not confiscate the items. They only know of the arrows at this point and will likely pursue the matter further at the town meeting in a week.

As far as I understand it your Trust is going to constantly be falling even without doing anything, but, yes, you don't want 0 Trust. Also, I just read the section that states that you lose a point of Trust everyday. I will start to implement this now instead of retroactively deducting point.

Father, we had a run in with a member of your church today. Sister Falsworth was very upset that we went venturing into the Restlands today. We went to investigate a false crypt that seems to have been used to store weapons against the undead. She took exception to us removing the items and all but called us looters and thieves. It is probable that this was a stash left behind by your predecessors. As the ranking member of your church in the town, I would like your permission to hold onto these items, we are looking into the possibility that the Whispering Way may be active again and they would aid in the fight against any undead we come across. Of course if you do not wish us to have them, I will with hand them over for as best I can tell you are the rightful owner.

As Sir Thomas pleads his case, Father Grimburrow looks over the man with an examining gaze. Sister Falsworth is a bit stern, isn't she? The man chuckles before becoming a bit more somber. I respect your situation and your desire to investigate such claims, however we would ask that you return the items for safe-keeping with the church. If you uncover any need for such items, then please come find me or Sister Falsworth and we will determine if your claims have merit.

If you turn them over:
+3 Trust Points; Net Loss because you still didn't consult them before venturing into the crypt.

---Day 7---

An eerie fog has settled over the town.


Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6

I will give what I have, I do not want to speak for others.


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 will turn them over if it means trust points. Rough situation as the Professor said he needed them.

Gaarm will research in the library the evening before, on the Scarab with the single eye on it's back.

Knowledge (Arcana): 1d20 + 3 ⇒ (14) + 3 = 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

Here is what I have, I shall go retrieve the rest. Would you like to come with me? We can show you our research, perhaps you have some ideas?
Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28


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 only took a bottle of holy water, which he will turn over when he sees the rest giving up what they found.


Father Grimburrow will gladly take the items from Sir Thomas but declines his offer to examine the research. Come to me if you have any hard evidence of the Whispering Way's activities. An old man such as myself can't be bothered to look at speculation and research.

[Trust Points: +3 = 19 Trust Points]

Gaarm's research turns up nothing.

---Day 7---
[Trust Points: -1 = 18 Trust Points]

An eerie fog has settled over the town.


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

"Hrm..I do not like the look of this fog..wonder if it's natural....or something more...unnerving"

Bardic knowledge?: 1d20 + 1 ⇒ (10) + 1 = 11


It's just normal fog.


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 continue my ministry to the people, I'll be back by mid afternoon to help with the research.

Tom will heal those he finds injured and he will share some of his training on the handling of animals with those who care to listen.
diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28


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 assist Sir Thomas throughout town where necessary.

Diplomacy aid another: 1d20 + 2 ⇒ (8) + 2 = 10


Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6

A 30 is about the best we are going to get :)


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 |

Yea that 10 wasn't going to get me anywhere and it would probably be better to be in at least a group of two around town after the stirge incident.


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

Gaarm can help me with some heavy lifting, surely there are little old ladies arround town who need something heavy moved, Gaarm and I will lend a hand.


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 is still not sure that having the "Piper" make an appearance in town is a good idea right now so he'll stay in the mansion

Is there anything left to research on?"


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 completely out of his element and depth

-Posted with Wayfinder


Whispering Way: (arcana) and (religion) can still potentially find some information.
Harrowstone: (history) and (local) can still potentially find some information.

---Day 7---

Sir Thomas and Gaarm head into town to earn the trust of the locals and do so to a small degree. They come back around dusk after having been guilted into helping a small lady move some heavy objects from her house to her son's house across town.

Trust Points +2 = 20 Trust Points

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

They say that Harrowstone’s executioner still guards the execution balcony on the western side of the prison, and that on some nights, his scythe can be seen patrolling the balcony on its own, as if carried by an invisible spirit.

Naxx, Nizvit, Phyton still have daily actions they can complete.


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

Arcana: 1d20 + 7 ⇒ (7) + 7 = 14

The little kobold pours over books


---Day 7---

Nizvit pours over the books for the day, but isn't able to find much more beyond what they already know. Any remaining DCs are pretty high, if not impossible for most of you.

Naxx and Phyton still have daily actions.


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
GM wrote:
Trust Points +2 = 20 Trust Points

Stemming the tide.

If we are near enough to Harrowstone to make it before sundown I would like to check it out if the group agrees.
I have been hearing a lot about Harrowstone, it seems most of the occurrences happen around dusk. I think we should check it out.


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

I would agree but we should travel together as it sounds very dangerous.


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 agreaz with Gaarm, we go together, don't want new friendz to die like profezor..."


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

You are right, we should get going, we need to have our wits about us.
Tom says as he gives his armor a quick check over.

We should probably establish some sort of marching order/assault formation. I am comfortable where ever and can do my job (heal) from just about anywhere. If you want me to try to get into flank I am down for that. I would rather enimies attacking me then anyone else (higher AC and easier to heal) I don't intend to be swinging too much, unless things are going realy well and we don't need the healing Gaarm is the obvious front liner if we are single file. I guess the biggest questions are where do Naxx's cat and Phyton fit in. Phyton is an obvious caster but his reach weapon offers him options if he is in the second line, or AOOs if he is trying to be risky in the first. Bottom line is where does everyone want to fit in?


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 use the day he has pouring over books in the library looking for clues on the history of the Harrowstone

Knowledge (History): 1d20 + 1 ⇒ (12) + 1 = 13 (+ what ever the library gives for a bonus)

"I agree...let's stick together...

"..even if it's just to keep me safe"

The cat can go in front if we have no front liners.. Naxx shouldn't go anywhere the front lines though..as you've seen from his attempts to get rid of a single strige


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 kobold is VERY squishy... middle somewhere?

-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

Ok so here is what I think, feel free to change something if you like.
Front Line: Gaarm and Tom
Second Line: Phyton and Naxx's Cat
Third Line: Nizvit and Naxx

Generaly we would like all of our melee characters/pet engaged and none of our casters threatened. Idealy all attacks will be made against Sir Thomas as he has the highest AC and is the easiest to heal (fey foundling). So....

If our enemies are only in one direction:
Once in combat Tom will try to get behind the enemies and into flank for Gaarm or Naxx's Cat who will step up and take Tom's Space in the front line.

If we are surrounded: Tom will try to place himself between Nizvit and the biggest bad guy, that way he will be right next to him for cures.

Any thoughts, changes, better plans? Otherwise I think that is how we are heading over.


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

sounds good


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'm good with that.

Phyton tries to stay out of the village, not wanting to draw anymore attention. Not sure what else he can to to help things along.

When the notion of visiting Harrowstone comes up, he looks visibly relieved. "I admit to having a bit of cabin fever. I'd like to explore there as well."

When is the inquisition next town meeting?


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 |

Sounds good to me


Male Human Expert 1 Warrior 1
Phyton wrote:
When is the inquisition

I don't expect there'll be one.

When he gets within sight of Harrowstone, Sir Thomas will look for signs of obvious evil (detect evil). If there are any auras or any auras that are particularly potent he will make note of them to the group.


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

"You sure we don't need to inform some one we are going somewhere? They don't seem to like it when we go places on our own...or do, well pretty much anything."


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 long we stay out of the restlands I think we will be alright.


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

"I'll take your word for it. After all...if you can't trust a man of god..whom can you trust? "


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 the key word is think. I can make no promises.


Marching Order has been established and is listed at the top of the thread.

The next town meeting is in four days.

The party heads out just before dusk to Harrowstone. It is about an hour walk from the far side of the village, which is where the group is staying. As the party approaches the ruins of the prison, the light in the area seems to dim, but not from the setting sun. Sir Thomas uses his ability to see the aura of evil in the world around him as the group approaches the jail and notices a heavy, permanent aura of evil lingering over the land. This is visible even to the non-paladins as the land seems... decrepit. The trees have died in twisted, gnarled shapes, while the grass remains a sickly brown.

Harrowstone is located on a barren hill south of the city of Ravengro, the stark, sagging roof of its central structure visible through a large gap in the surrounding wall. A partially overgrown track leads from the southern edge of town, winding around the base of the hill and then back up along its southern slope to the prison itself.

Harrowstone’s grounds are contained within a crumbling stone wall, the eastern portion of which has fallen away into a huge sinkhole that formed when the extensive eastern wing of the prison dungeon collapsed after the dreadful fire of 4661—this collapse took with it the prison graveyard, which now lies in ruins at the bottom of the murky pond that filled the sinkhole.

A sagging wood and metal gate set between a pair of stone guard towers once barred entrance into Harrowstone, but the gates now hang negligently open, creaking softly in what wind touches the ruined bars. The stone wall that surrounds most of the prison grounds is covered with creeping ivy, and the blocks beneath that growth are eroded. Climbing the walls requires a DC 10 Climb check. The walls themselves are 20 feet high.

As Gaarm enters through the sagging wood and metal gate, he is overcome with claustrophobia! The world around him seems to grow large and overwhelming. He feels as if his skin is on fire and gives out the briefest of screams.

DC 12 Will Save or shaken for 2d4 ⇒ (2, 1) = 3 rounds.

Where do you go from 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

Sir Thomas tries to determine what just happened.
knowledge religion: 1d20 + 7 ⇒ (17) + 7 = 24seems like a haunt.
Sir Thomas and Gaarm will lead the way over to the out building. Tom will listen at the door and if he hears nothing will open it.
Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Be on your guard


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 |

1d20 - 1 ⇒ (13) - 1 = 12

Gaarm screams and begins to rub at his skin briefly. Did...Did anyone else just feel that? It felt like my skin was on fire!

Gaarm realizes that he stumbled forward a bit and begins to take a look at his surroundings.

Perception: 1d20 + 3 ⇒ (20) + 3 = 23


Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6

Sir Thomas looks over Gaarm to make sure that he is not hurt. Seeing him not so he grabs ahold of his arm, Steady yourself man, I suspect far worse than that ahead.


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 pray not Sir Thomas, Shall we head towards the entrance?


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

Of Course Sir Thomas says as he heads off with Gaarm.


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 scaley creature looks around a bit
"Thiz iz very odd. But i zhall try to keep my witz about me" he nods to confirm

-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

(Not sure if it's just Gaarm or everyone..so just in case:)

Will save: 1d20 + 2 ⇒ (17) + 2 = 19

As a chill runs down his back Naxx just things of happy thought..a warm summer morning, ice cream and playing puppies and isn't bothered by it..much

Naxdx follows after the others (in case nothing jumped out at us)


@Naxx: It is just Gaarm.

Sir Thomas doesn't know what to make of Gaarm's experience, but it puts him on edge as they approach what looks like a house. A snarl of thorns and brown ivy surrounds the building. The roof sags ominously, and the front door hangs askew. A stone etching can barely be made out to say "Hawkran", which you know to be the last name of the warden of the prison.

Gaarm and Sir Thomas don't notice anything out of the ordinary, though Gaarm doesn't think that the building is very sound, structurally.

Do you want to search the building? It will take four of you ten minutes to fully search the place.

P.S. - Is this where you got your character's name Tektite?

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