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

Game Master rpblue

Loot Spreadsheet: Here!

Maps: Maps


301 to 350 of 2,705 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

Looks like you may be smarter than you look... Vesorianna floats across to a prisoner's log and aimlessly flicks through the pages.

If you find objects of value that once belonged to the five spirits, then you can use those objects against the five souls. I would suggest checking the prison’s property room to the southeast. She thinks about the topic for a bit longer. I should warn you that while these objects will aid in defeating the deathless inmates, they are likely also cursed by the unholy link to the long-dead criminals, and that care should be taken when using the objects.


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 the sound advice.

Turning to the rest of the party. Should we continue exploring the rest of this floor or head directly to the property room?


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 think the property room is a well founded idea. We must be careful however in handling these items. Removing a curse can be costly.


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 and thanks the ghost lady for her advice

"To the property room it is"


The group takes up their marching positions and moves back to the entrance of Harrowstone. Upon entering, they go straight and find a hallway with a door at the end. A broken wooden sign hangs from the door "Property Room: Official Business Only". Gaarm tries to open the door but finds that it is a stout iron door that doesn't seem like it will budge even if the whole lot of you try to force it open.


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 |

Hmm maybe we will find a key elsewhere around here...

Or maybe these spirits are once again playing with my wits.


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

"All thiz zpookz and ghozts and zpiritz... Nizvit dont underztand. Nizvit hopez all thiz helpz nize profezzor and hiz daughter"

-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

Tom will look arround for a key, if none is present he will go ask Vesorianna, It seems the door to the property room is still locked, you don't by chance know where the key was kept do you?
Perception: 1d20 + 3 ⇒ (5) + 3 = 8


I haven't left this room since my death. The key is supposed to be in the Warden's Office, but could be anywhere in the building at this point. The ghost speaks with a hint of sadness.


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 sighs

"Guess we keep looking around for a set of keys then."

Naxx again thanks the lady for her assistance.


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 |

Let's keep looking for the Warden's office then.

After everyone is ready Gaarm continues looking in the rooms with the door east of the warden's wife.


Things that seem to have been missed: 1) The old man she was talking about was clearly the Professor. 2) You already found the Warden's Office. It was the safe haven we talked about earlier. (Get it? It has a safe in it.) 3) You haven't found any keys.

Where does the party move to now?


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

Gaarm heads back to the Warden's room and looks around for where the keys may be located. Please don't be in the safe

Perception: 1d20 + 3 ⇒ (13) + 3 = 16


Gaarm finds no keys in the room.


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

I figured the key to the storage room would be in the safe..but we still need a key to get into that one.. Unless the professor somehow had a key hidden inside his mansion..our best bet is to keep searching in here...unless someone else has a better idea? Or we take the safe with us to pry open somewhere else


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 |

After everyone is ready Gaarm continues looking in the rooms, starting with the door east of the warden's wife.


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 follows after 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 will stay next to Gaarm, suggesting, Let's clear at least this floor tonight, many of the haunts we have encountered will remanifest next time we come in here but if we have a good idea of the layout we may be able to avoid the worst of them on our next trip in.


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 agree. We can clear out here and possibly better prepare ourselves for the haunts upon our return if we can come up with enough gold pieces.

The man shifts uncomfortably.

I am more worried about the prisoners that the lady spoke of. Perhaps we can haul all of the paperwork back with us and spend a day going through it all after clearing this main floor.


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 make a good point, perhaps we can strike at the prisoners and do enough to allow the Warden's wife to hold them off for a couple more days. I don't think we should go before ensuring that they do not overcome her.


It is probably about 2am by now since you decided to visit the prison after nightfall.

As you walk down the passageway, you enter the foyer and all of the doors slam shut and Gaarm hears even more giggling.

I will assume you deal with this in some way. Please post how.

---

You move to investigate the outer room just east of Vesorianna's room. Gaarm approaches the door and opens it to peer inside. Several rusty iron tubs sit in this room, along with washboards,
metal buckets, and heaps of moldy clothing.

What do you do?


Calendar posted to the Loot Spreadsheet. Details each day's activities and memorable actions. Tell me if I forgot something.


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

Looks like we have a bit of prankster, who is it that has all of these funny jokes?
Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 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

"whom ever it is..it would be much nicer to talk to them face to face"

Assist diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18

Silver Crusade

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

You just hear giggling...

-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

Well lets simply try to push through the door.
Aid Another: 1d20 + 0 ⇒ (7) + 0 = 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 |

Gaarm will slam his body fully into the door once again this evening, but is beginning to feel the effects of a long day.

Strength check: 1d20 + 4 ⇒ (7) + 4 = 11


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

Draconic:

"Who ever you are. I do believe I enjoy your pranks. As long as they do not hurt anyone. Pranks are always fun to watch. Or be part of"

The little kobold grinned from ear to ear as he looked around

-Posted with Wayfinder


Gaarm slams into the door with Sir Thomas to no avail, but then a few seconds later, the door opens followed by mocking laughter.

---

You move to investigate the outer room just east of Vesorianna's room. Gaarm approaches the door and opens it to peer inside. Several rusty iron tubs sit in this room, along with washboards,
metal buckets, and heaps of moldy clothing.

What do you do?


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 sifts through the contents with his greatsword in case these tricksters decide to show themselves.

perception: 1d20 + 3 ⇒ (3) + 3 = 6


Gaarm goes in and inspects the contents of the laundry room with his greatsword.

Initiative:
Sir Thomas: 1d20 + 3 ⇒ (11) + 3 = 14
Nizvit: 1d20 + 5 ⇒ (17) + 5 = 22
Naxx: 1d20 + 5 ⇒ (6) + 5 = 11
Gaarm: 1d20 + 3 ⇒ (8) + 3 = 11
Phyton: 1d20 + 2 ⇒ (20) + 2 = 22
Straitjacket: 1d20 - 1 ⇒ (18) - 1 = 17

Out of the pile of laundry two arms of a shirt or covering seem to lash out at the Bloodrager.

Slam @ Gaarm-13 AC: 1d20 + 5 ⇒ (8) + 5 = 13
Grab @ Gaarm-15 CMD: 1d20 + 5 ⇒ (18) + 5 = 23

Damage w/ Constrict: 2d6 + 2 ⇒ (1, 6) + 2 = 9

Gaarm finds himself being entrapped in a straightjacket that seems to be closing tighter and tighter around his throat and chest!

Initiative:
1st: Nizvit; Phyton
2nd: Straightjacket
3rd: Gaarm @ 2/11 HP; Sir Thomas; 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

The little kold stretches out his claw, makes a gesture, and talks in his native tongue, as a small bolt of fire burst forth and strikes Gaarm's assailant

It says everything in a line of 20ft takes damage, unless you make your save you catch fire for 1d6 rounds...

Fire!: 1d6 + 1 ⇒ (5) + 1 = 6

Reflex DC16 for half. Sorry Gaarm, but the spell says flammable object gets set alight, i hope to burn this thing to ash.


Reflex Save: 1d20 ⇒ 14
On Fire: 1d6 ⇒ 3

The straight jacket seems to be lit on fire and Gaarm goes limp in its grasp. Even half damage will knock Gaarm out.

Initiative:
1st: Nizvit; Phyton
2nd: Straightjacket @ 6 damage; 3 rounds of 'On Fire'
3rd: Gaarm-Bleeding Out @ 2/11 HP; Sir Thomas; 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
GM Bold Strider wrote:

[dice=Reflex Save] 1d20

[dice=On Fire] 1d6

The straight jacket seems to be lit on fire and Gaarm goes limp in its grasp. Even half damage will knock Gaarm out.

Initiative:
1st: Nizvit; Phyton
2nd: Straightjacket @ 6 damage; 3 rounds of 'On Fire'
3rd: Gaarm-Bleeding Out @ 2/11 HP; Sir Thomas; Naxx

Yes, but at least he won't catch fire, unlike jacket...


How does a burning straight jacket work? Does he gain flaming on his attack? Lol.


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 reaches out and casts a spell on Gaarm.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8


Need a Reflex Save 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 |

reflex save: 1d20 + 2 ⇒ (8) + 2 = 10

Trapped by the jacket Gaarm is unable to move from the fiery blast.


Phyton heals the Bloodrager as he is engulfed in flames. The flaming straightjacket tightens around his throat, trying to squeeze the life from Gaarm.

Grapple: 1d20 + 5 + 5 ⇒ (12) + 5 + 5 = 22
Constrict/Damage: 2d6 + 2 ⇒ (2, 5) + 2 = 9

Fire Damage: 1d6 ⇒ 1

Initiative:
1st: Nizvit; Phyton
2nd: Straightjacket @ 7 damage; 2 rounds of 'On Fire'
3rd: Gaarm-Bleeding Out @ -5/11 HP; Sir Thomas; 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

Sir Thomas reaches out, May the Empyreal Lords bind you wounds.
CLW: 1d8 + 2 ⇒ (1) + 2 = 3Ouch I am sorry man.


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

"Zorry Gaarm"

He apologises, and to make sure it doesn't happen again, the small reptile launches missile of force at the jacket

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3


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 channels to heal the constricted man.

Channel: 1d6 ⇒ 2

Random Knowledge check on the straight guy: 1d20 ⇒ 9 +8 religion/arcana, +6 planes


Sir Thomas attempts to heal the man being constricted to death, but he isn't very successful.

Since you can't delay while Unconscious, Phyton's will happen after Gaarm and Naxx act.

Phyton tries to heal with a channel energy but the positive energy is fairly weak. Nizvit tries to take the offensive and casts a Magic Missile at the animated object.

Phyton realizes that this actually isn't a haunt, but is likely an animated straightjacket. The hatred generated by the ghosts in the prison have manifested in more ways than just haunts and apparitions, it seems. It also seems to have instilled a deep hatred for the living. Two Slam attacks; Grab; Constrict; Cloth (0 hardness)

Initiative:
1st: Nizvit; Phyton
2nd: Straightjacket @ 10 damage; 2 rounds of 'On Fire'
3rd: Gaarm-Bleeding Out @ -2**/11 HP; Sir Thomas; 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

Naxx tells's Ramas to attack the straight jacket while bringing his pipes to his lips...playing a merry tune...out of a small hole in the wall a dire rat appears who moves and tears at the straight jacket with it's teeth.

(Summoning a monster as a standard action - using the pipes is just flavor)

I'm assuming that the black outline star shapes are the piles of laundry and you can move into those squares? Counting as difficult terrain? I've added something to represent the rat

Attack summoned dire rat: 1d20 + 3 ⇒ (14) + 3 = 17
Damage if hit: 1d4 + 2 ⇒ (4) + 2 = 6

Attack Ramas bite: 1d20 + 3 ⇒ (8) + 3 = 11
Damage if hit: 1d6 + 2 ⇒ (1) + 2 = 3

and just in case the black outlines are not difficult terrain so Ramas could 5 ft step
Ramas claw 1: 1d20 + 3 ⇒ (8) + 3 = 11
Damage if hit: 1d4 + 2 ⇒ (3) + 2 = 5
Ramas claw 2: 1d20 + 3 ⇒ (19) + 3 = 22
Damage if hit: 1d4 + 2 ⇒ (2) + 2 = 4

Just to check..is Gaarm stable now that Sir Thomas healed him?


Basically its a x4 to move into those squares due to piles of laundry, wash basins, etc. (Obstacle and Difficult Terrain modifiers). Question: How does your dire rat have the modifiers for Augment Summoning at level one? Also, you don't have your feats listed in your profile. A bard/summoner werekin would only have access to a single feat and Augment Summoning requires Spell Focus(Conjuration).

The summoned rat and Ramas both find places to bite the straightjacket that aren't on fire.

Gaarm stabilizes from the internal bleeding being caused by the straight jacket from Sir Thomas' heal and Phyton heals him to consciousness. 0 HP

The straightjacket sense that its prey is still conscious and continues to squeeze. It is almost as if Gaarm can hear the jacket's hatred of the living.

Grapple: 1d20 + 5 + 5 ⇒ (16) + 5 + 5 = 26
Damage/Constrict: 2d6 + 2 ⇒ (3, 3) + 2 = 8

The straight jacket burns some more.

Fire Damage: 1d6 ⇒ 3

Initiative:
1st: Nizvit; Phyton
2nd: Straightjacket @ 20 damage; 2 rounds of 'On Fire'
3rd: Gaarm-Bleeding Out @ -8/11 HP; Sir Thomas; 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

Not wanting to see his friend die in fron of him Sir Thomas calls forth another spell. CLW: 1d8 + 2 ⇒ (2) + 2 = 4


Sir Thomas tries to heal his friend again, but he only has marginal success.

Initiative:
1st: Nizvit; Phyton
2nd: Straightjacket @ 20 damage; 1 round of 'On Fire'
3rd: Gaarm-Bleeding Out @ -4/11 HP; Sir Thomas; 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

"Nizvit not good with normal zpells... Nizvit knowz fire well... Nizvit dont know what to do..." he says a bit frightened, not wanting to kill Gaarm

-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 casts another spell and touches Gaarm.

Not Comprhend Languages: 1d8 + 1 ⇒ (5) + 1 = 6


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 is caught off guard as a jacket springs around him and even more surprised as he turns around to see flames wash over him before everything turns black.

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

Awakening and unaware on how much time has actually passed Gaarm's fuzzy vision shows his companions. What happened?.....gck urk ack He feels a squeeze on his body as if all of the air were instantly rushed from his lungs as he loses consciousness once again.

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

Gaarm's eyes flitter open once again with a startle. A small tear forming in his eye he is barely able to mouth the word Why? as he sees a rat climb towards his face right before everything goes black once again.

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.