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

Game Master rpblue

Loot Spreadsheet: Here!

Maps: Maps


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Phyton is able to summon a larger heal this time bringing Gaarm back from death's door once more.

Initiative:
1st: Nizvit; Phyton
2nd: Straightjacket @ 20 damage; 1 round of 'On Fire'
3rd: Gaarm @ 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 blows an inspiring tune on his flute (inspire courage - +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.) and sends the rat to attack the straight jacket again

Using the correct stats for the rat now

To hit Straightjacket AC: 1d20 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Damage if hit: 1d4 + 1 ⇒ (4) + 1 = 5

While Ramas continues his attack as well

Bite: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Damage bite: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Claw 1: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Damage claw 1: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Claw 2: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Damage claw 2: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6

confirm claw 2: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
extra damage claw 2: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7


The straight jacket is nearly in tatters after Ramas' assault. It tries one last time to snuff out the life in the Bloodrager.

Grapple: 1d20 + 5 + 5 ⇒ (6) + 5 + 5 = 16
Damage/Constrict: 2d6 + 2 ⇒ (1, 6) + 2 = 9

Gaarm falls unconscious once more as the fire burns away what little was left of the straightjacket.

On Fire: 1d6 ⇒ 5

Status:
1st: Nizvit; Phyton; Gaarm @ -7/11 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 casts to pour more positve energy into Gaarm's beaten body.
clw: 1d8 + 2 ⇒ (2) + 2 = 4


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 to heal Gaarm.

Not Shield of Faith: 1d8 + 1 ⇒ (4) + 1 = 5


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 awakens with a jerk. What in the hells was that? His eyes wide with fear and his body shaken from fatigue and wounds throughout.


Where do you go from here? Back to 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

"Nivit zorry. Waz trying to burn ztrange clothing thing before it could kill Gaarm..."

i think so

-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

That might be a good idea


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 should get some rest. I have used most of my connection to the divine and do not know how much more I could heal.


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, and thank you Nizvit and all of you for saving my life.

Gaarm slowly stands as he makes his way back to the Professor's place for a bit of rest.


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

"Yes, I am nearly spent. Let's rest and refresh."


---Day 9 (-1 Trust Point)---

The adventurers head back to the manor at eventually fall asleep around 4am. The group wakes up around noon. Gaarm checks still winces at the bruises around his neck from the strangling he received earlier that day. The group prepares "breakfast" and then the mystics head off to prepare spells.

The group is ready to set out around 2pm the next 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 |

Gaarm looks worse for wear as he awakens the next day. As he is eating breakfast with the others he slowly rubs his sore muscles.

He is afraid to speak to the others how he had a rough night sleeping last night as he kept waking to his blanket crushing his entire body, ultimately staying up for a few hours on the bed with his great sword in his hand, watching the crumpled up blanket in the corner before finally succumbing to slumber from exhaustion.

+1 HP from 8 hours rest bringing me to 3/11 HP


EDIT:As you rest for the night, you feel your powers grow.

Level up time!


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

whohoo. More magics! Bring the fire!

-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

Do we want to spend another day at rest, so we can use some spells to bring Gaarm up to full hp? )Or do his hps magically go full when we level?) Before we return to explore further..or do we leave the same day and just use some spells to heal (Gaarm) when needed?


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 don't think healing Gaarm is going to be a big issue.


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 |

yes you guys did a wonderful job keeping me up during all of that.


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

up and down... just hope i dont need to flame blast someone again... and i stay and will always stay the most squishy character... till i can turn into a dragon... i am a glass canon...

-Posted with Wayfinder


Your health doesn't get reset when you level as far as I am aware.

Dark Archive

Scenario and AP Tracker

Perhaps we should spend the day resting and resting. Perhaps we could talk to Father Grimburrow or the sisters and explain what the Warden's wife told us. Maybe they can help somehow?

Gaarm winces as he muscles ache, bruising setting in all around his chest and torso.


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 do not think taking too much time off is a good idea. But talking to father Grimburrow may be, let us head over and see what he thinks of the situation.
Are you still hurt, I can heal you up if so.


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 |

Yes I am currently at 4/21


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

How is it that your HP is so low after leveling up? You don't heal any extra damage upon leveling but you don't take any extra either. Unless I am mistaken you should subtract your old damage from your new max HP to come up with your current HP total. After a nights rest you should get back one HP per hit die, (let's assume 1, from our HD at the begining of the night not 2 from our HD at the end of the rest period.)
So your HP should be 21 - damage taken + 1 from 8 hours of rest.

Sir Thomas seeing that his friend is still hurt walks over and conjures some healing magic.
CLW: 1d8 + 3 ⇒ (2) + 3 = 5
CLW: 1d8 + 3 ⇒ (8) + 3 = 11


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 |

Ah gotcha. I thought we had to heal the new level also. That's much better.

Ok that should bring me to full now as I had 10 points of damage 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 |

Gaarm follows Sir Thomas to speak with Father Grimburrow on the situation.


Father Grimburrow welcomes you into his office at the Graveyard. I am told that you have news for me of Harrowstone? What bothers you?


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

If things are to be taken as they appear on the surface, Harrowstone may be in grave danger. It seems that the Warden's spirit has continued his duties even past his death. That is until a few days ago when his spirit was stolen. At least that is what the ghost of his wife has told us. Since then she claims that she has tried to continue his work of keeping the malevolent spirits of the prisoners contained but they are growing stronger and she fears that she will not be able to hold them back much longer. I believe this poses a significant threat to the village and its people.


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 remains quite on the background..afraid his reputation as "The Piper"hasn't died down yet...


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 lets Sir Thomas do all the talking, listening intently.


Father Grimburrow listens intently at the Paladin's words. For you to come so quickly to me with these stories after our last altercation belies either your truthfulness or a desire to be brought back into the fold.

The Father looks a bit lost in thought. The Church of Pharasma cannot ignore such a warning from a man of faith, such as yourself, however we will remain cautious in light of previous experiences.

The Father stands up and moves to the rear of his office. He opens a cabinet and pulls out several objects. He hands Sir Thomas three potions, two scrolls and the darkwood case. These items should be able you in your investigation. We will dispatch an apprentice cleric to aid you in your search of Harrowstone.

The Father's face becomes a bit more solemn. I will be frank with you. He will watch over you to the best of his abilities however he will also monitor your actions and provide counsel.

The Father looks at the three men. Any questions?

Loot Spreadsheet has been updated with the given aid.


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

Sir Thomas will cast detect magic and try to determine what the items are.
Spellcraft potion 1: 1d20 + 4 ⇒ (3) + 4 = 7
Spellcraft potion 2: 1d20 + 4 ⇒ (9) + 4 = 13
Spellcraft potion 3: 1d20 + 4 ⇒ (14) + 4 = 18
Spellcraft scroll 1: 1d20 + 4 ⇒ (9) + 4 = 13
Spellcraft scroll 2: 1d20 + 4 ⇒ (10) + 4 = 14

If he is unable to identify the items:

You help is much appreciated father, but I find myself lacking. Do you mind telling me what these items are so that we may better employ them?

With what we are facing I am happy to have all the help and counsel that you are able to send with us. Thank you for your concern.


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

Spellcraft 1: 1d20 + 8 ⇒ (18) + 8 = 26
Spellcraft 2: 1d20 + 8 ⇒ (14) + 8 = 22
Spellcraft 3: 1d20 + 8 ⇒ (4) + 8 = 12
Spellcraft 4: 1d20 + 8 ⇒ (19) + 8 = 27
Spellcraft 5: 1d20 + 8 ⇒ (12) + 8 = 20

"Nizvit alzo help a bit"

-Posted with Wayfinder


[ooc]You already identified those items or tried to identify them. No need to do so again.[ooc]

Sir Thomas and the group are a bit perplexed by the items in the darkwood case so Father Grimburrow will explain them. It is not surprising that you are unaware of the true power of these items. They are quite rare outside of the Church and are only employed when dealing with ectoplasmic disturbances.

The Father holds up one of the swirling iron and glass vials. This is a Haunt Siphon. It will allow you to absorb the power of any haunted areas, potentially disrupting their ability to manifest. The power created by the absorption turns the Haunt Siphon into a powerful ectoplasmic bomb that can then be used against incorporeal undead. Use them wisely as they are not easy to come by.

The Father gently places the Haunt Siphon back in the darkwood case and pulls out the wooden board and brass oculus. This is a Spirit Planchette. The Father is holding the brass oculus for the group to see. The board is necessary, but not this board. Any surface with letters is sufficient. A brass oculus such as this allows you to ask the native ghosts one question per day and you can suffer negative effects from activating this item. If you contact particularly malicious entities, then they can take over you body and wreak havoc.

The Father places the letter board and the brass oculus back in the darkwood box before sealing it. Do you need any other assistance? When do you head to Harrowstone?


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

Unless there are any objections I think we head 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 |

I agree, we should head out immediately


Then detail what you would like to do once you reach Harrowstone. You already know the doors in the first room are going to slam on you.


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 |

Shall we use one of the siphon's on these geists?


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 save them for something more dangerous. We already know these guys are naught but a nuisance.
Sir Thomas will assist any body who attempts to open one of the doors.
STR Check: 1d20 + 0 ⇒ (15) + 0 = 15


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

"Isn't there another way in? Maybe we can just by pass these doors..go around them.


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 |

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

Gaarm shrugs his shoulders at Sir Thomas as he begins to assist him with opening the doors once again.


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 at Naxx's suggestion. "Maybe we should make a circuit around the building."


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

If we are unable to open the doors we will take a circuit around the building.


You will eventually be able to open the doors. They are just a nuisance. Where do you go to once you are inside the prison?


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 should continue our sweep of the building. Gaarm shifts uncomfortably as he recalls the jacket crushing his body repeatedly.

Continue where we left off with the door currently north of my position on the 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 motions for Ramas to follow as they move up with Gaarm


Gaarm opens the door a smidge and cautiously peeks into the room next to where he was almost strangled to death. He sees that it is a privy and that it has fallen into disrepair, just like the rest of the prison.

Gaarm:
You hear whisperings in your ear. Come... Sit on me and enjoy your throne... Feed me...

Move on or explore this room?


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 sat on my throne this afternoon before we headed out. Gaarm shuts the door as he heads to the door south of his position. The key must be around here somewhere. As he creaks open the door to peer inside.

I moved my position on the map to the next door.


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

The sound of metal on stone echoes through the hall as Sir Thomas walks up behind Gaarm.

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