GM Wolf's Carrion Crown the Bard's Epic!

Game Master BloodWolven

Trust 26

Fight Club!

Maps


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Attacks:
[dice=+1 Spiked chain]d20+9[/dice] [dice=Spiked Chain]2d4+11[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Crossbow]d20+4[/dice] [dice=Crossbow]d8[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

Round 6

Imrik falls back out of the room stumbling from the barrage.

Imrik is at 3/26 HPs. He uses the Withdraw action to move as far as he can this round and avoid attacks of opportunity.


Imrik gets away from the ghost but not the Lopper...

his axe comes for Imrik.
incorporeal touch: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 2d6 + 1d6 ⇒ (2, 1) + (6) = 9 (2d6 negative energy plus 1d6 bleed)


Round 4
As Ragnar drops he moves forward and begins dragging him back.

Round 5

Rai uses his last channel to heal the living. 2d6 ⇒ (3, 6) = 9

Round 6

Imrik is able to get away even with his bleeding wound from the lopper. Visayn retreats with the group.

AoO on Visayn
flaming short sword: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d6 + 1d6 ⇒ (2) + (4) = 6

The little yellow green lizard rushes into the room to assist the last defender.

Round 7-9

A wall of stone blocks the path from Drake with the rest of the group. The tangling of the bow can be heard and the casting of magic missile.

What do you do?

Rai explains, "I am out of channels. Only a few healing spells left who needs them?"

Remember unless your bleeding wound has been fixed using the heal skill or a healing source it continues to bleed... 1d6 each round.


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

I'm back. Sorry about that.

Lectrum swings repeatedly at the nearest ghost until it dies (again.) The last d6 is always acid. Then he moves to the next ghost.

Round 1
Ghost Touch Waraxe: 1d20 + 9 ⇒ (20) + 9 = 291d10 + 8 + 1d6 ⇒ (10) + 8 + (2) = 20
Crit Confirm: 1d20 + 9 ⇒ (18) + 9 = 27
Additional damage for Crit: 2d10 + 16 ⇒ (10, 2) + 16 = 28 So 48 total!

Round 2 (hopefully on the next opponent)
Ghost Touch Waraxe: 1d20 + 9 ⇒ (11) + 9 = 201d10 + 8 + 1d6 ⇒ (7) + 8 + (4) = 19

Round 3
Ghost Touch Waraxe: 1d20 + 9 ⇒ (1) + 9 = 101d10 + 8 + 1d6 ⇒ (8) + 8 + (6) = 22 Miss

Round 4
Ghost Touch Waraxe: 1d20 + 9 ⇒ (20) + 9 = 291d10 + 8 + 1d6 ⇒ (2) + 8 + (2) = 12
Crit Confirm: 1d20 + 9 ⇒ (18) + 9 = 27
Additional damage for Crit: 2d10 + 16 ⇒ (1, 2) + 16 = 19 So 31 total

Round 5
Ghost Touch Waraxe: 1d20 + 9 ⇒ (17) + 9 = 261d10 + 8 + 1d6 ⇒ (7) + 8 + (1) = 16

Round 6
Ghost Touch Waraxe: 1d20 + 9 ⇒ (19) + 9 = 281d10 + 8 + 1d6 ⇒ (6) + 8 + (3) = 17


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

@GM Wolf, retcon that Calin dragged Ragnar out as he retreated??

As Lectrum tears into the ghosts, Calin continues his call for retreat. "Back, this way. Drake, get out!"


Attacks:
[dice=+1 Spiked chain]d20+9[/dice] [dice=Spiked Chain]2d4+11[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Crossbow]d20+4[/dice] [dice=Crossbow]d8[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

Imrik focuses and says, "Omrataji, your aid is needed!"An aura then surrounds him and sends out waves of healing.

I am going to use two minutes of my healing to give everyone around me +1 HP per round for 20 rounds if we have that long.


Sounds good Calin!

Ghost touch allows you to do full damage to incorpreals but not do criticals or sneak attack damage upon them.

The Lopper looks worse for wear and yet he continues to swing.

Lectrum:
Round 7 and on...
You see Drake lift his hand and likely made the stone wall. He nods to you with determination in his eyes. He aims at the Splatter man and hits him for a round before collecting his arrows from the previous targets. Within the next round you likely take down the Lopper. You are unlikely able to attack the Splatter man as he moves higher... what would you do?

40/100 HP


GM Wolf wrote:

Round 6

Calin retreats from the battle, out of sight of the mage. Ragnar moves up to replace Calin. The ghost inmate before the group attacks Imrik as does the magic missiles. 4d4 +1 12 damage
flaming short sword: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d6 + 1d6 ⇒ (6) + (4) = 10

AoO for Imrik on the Lopper.

Then his axe comes for Ragnar.
incorporeal touch: 1d20 + 8 ⇒ (3) + 8 = 11
damage: 2d6 + 1d6 ⇒ (4, 6) + (4) = 14 (2d6 negative energy plus 1d6 bleed)

crit: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 2d6 ⇒ (3, 5) = 8

Rai summons some of his divine magic and cures Calin as he passes.
[cure mod wounds]2d8+3

The axe would come for Lecturn, so he takes 18 damage. Lecturn helps defeat the ghosts faster as your attacks are turned upon the Lopper in round 6... 37 damage so far.

Round 7
...the wall of stone blocks your view and their exit.

Lectrum and Drake:
Lectrum you see Drake raise his hand as red runes get bright upon it and the stone wall lifts into place in conjunction with his hand movement. Then he moves towards you.

Ghost Touch Waraxe: 1d20 + 9 ⇒ (6) + 9 = 15 miss
damage: 1d10 + 8 + 1d6 ⇒ (10) + 8 + (6) = 24

incorporeal touch: 1d20 + 8 ⇒ (5) + 8 = 13 hit vs. Your touch
damage: 2d6 + 1d6 ⇒ (2, 3) + (1) = 6 (2d6 negative energy plus 1d6 bleed)

Round 8

Drake quickly recovers one arrow of the many that are on the ground as you fight with the Lopper. He takes a step back and puts the arrow into the incorpreal Lopper.

More bloody letters of your names appear on each other... you take more wis damage.

Ghost Touch Waraxe: 1d20 + 9 ⇒ (3) + 9 = 12 miss
damage: 1d10 + 8 + 1d6 ⇒ (1) + 8 + (3) = 12

incorporeal touch: 1d20 + 8 ⇒ (19) + 8 = 27 hit
damage: 2d6 + 1d6 ⇒ (5, 3) + (4) = 12 (2d6 negative energy plus 1d6 bleed)

Round 9

Ghost Touch Waraxe: 1d20 + 9 ⇒ (9) + 9 = 18 miss
damage: 1d10 + 8 + 1d6 ⇒ (7) + 8 + (5) = 20

incorporeal touch: 1d20 + 8 ⇒ (1) + 8 = 9 miss, AoO!!!
damage: 2d6 + 1d6 ⇒ (6, 5) + (5) = 16 (2d6 negative energy plus 1d6 bleed)

Ghost Touch Waraxe: 1d20 + 9 ⇒ (3) + 9 = 12 miss
damage: 1d10 + 8 + 1d6 ⇒ (3) + 8 + (1) = 12

Round 10

Ghost Touch Waraxe: 1d20 + 9 ⇒ (18) + 9 = 27 hit
damage: 1d10 + 8 + 1d6 ⇒ (6) + 8 + (1) = 15

incorporeal touch: 1d20 + 8 ⇒ (4) + 8 = 12 miss
damage: 2d6 + 1d6 ⇒ (3, 1) + (5) = 9 (2d6 negative energy plus 1d6 bleed)

3 more rounds!!!


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Lecturn:
Round 8

His arrow strikes true upon the Lopper!

Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 ⇒ (13) + 11 + 3 + 2 - 1 = 28
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (2) + 2 + (4, 2) + 1 + 2 + 2 = 15

42 damage so far!

Round 9
He makes the red runes appear again and pull toward himself in a horizontal motion makes the stones ripple towards him bringing the arrows and a possible trip... 1d20 ⇒ 20 Yup tripped likely the reason you missed.

Round 10

He shoots two of his arrows:

Rapid shot
Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 - 2 ⇒ (17) + 11 + 3 + 2 - 1 - 2 = 30
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (2) + 2 + (3, 5) + 1 + 2 + 2 = 17
Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 - 2 ⇒ (10) + 11 + 3 + 2 - 1 - 2 = 23
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (2) + 2 + (3, 6) + 1 + 2 + 2 = 18

74 damage so far. Almost there!


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Lectrum:

Round 11

He shoots two of his arrows:

Rapid shot
Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 - 2 ⇒ (12) + 11 + 3 + 2 - 1 - 2 = 25
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (7) + 2 + (6, 2) + 1 + 2 + 2 = 22
Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 - 2 ⇒ (6) + 11 + 3 + 2 - 1 - 2 = 19
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (1) + 2 + (1, 2) + 1 + 2 + 2 = 11

85 damage so far. Almost there!

Round 12

He shoots two of his arrows:

Rapid shot
Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 - 2 ⇒ (16) + 11 + 3 + 2 - 1 - 2 = 29
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (1) + 2 + (2, 1) + 1 + 2 + 2 = 11
Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 - 2 ⇒ (4) + 11 + 3 + 2 - 1 - 2 = 17
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (4) + 2 + (6, 2) + 1 + 2 + 2 = 19

90 damage so far. Almost there!

Round 13

He shoots two of his arrows at Splatterman! If not sooner.

Rapid shot
Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 - 2 ⇒ (18) + 11 + 3 + 2 - 1 - 2 = 31
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (6) + 2 + (5, 1) + 1 + 2 + 2 = 19
Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 - 2 ⇒ (5) + 11 + 3 + 2 - 1 - 2 = 18
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (6) + 2 + (2, 5) + 1 + 2 + 2 = 20

9 damage so far.


Lectrum and Drake:

Round 7 to 13

Splatterman's actions

7:
Magic missile on Drake

4d4 + 4 ⇒ (2, 3, 4, 3) + 4 = 16

8-10:
Magic missile on Lectrum

12d4 + 12 ⇒ (3, 2, 3, 1, 2, 4, 2, 1, 3, 2, 2, 2) + 12 = 39

R 11-15 On Drake

20d4 + 20 ⇒ (2, 4, 3, 3, 2, 2, 2, 4, 1, 3, 4, 2, 2, 2, 3, 4, 4, 1, 3, 1) + 20 = 72

R 16 -17
3d20 ⇒ (20, 19, 12) = 51 touch +9
18d6 ⇒ (2, 3, 2, 5, 1, 4, 1, 5, 3, 4, 3, 3, 3, 4, 5, 2, 4, 1) = 55


Male N sylph Rogue 4 (Scout) hp 28/28 | AC 19/t14/ff15 CMD 20 +2 vs. undead | Fort +2, Ref +8, Will +1, +1 Ref to avoid traps | Init +4 | spd 30 ft |Darkvision 60 ft; Perception +7 (+11 to overhear conversation/+13 to find traps)

Sorry for delay, I thought we had retreated. Round 6:

Visayn helps Lectrum to the yellow ghost.
+1 rapier: 1d20 + 8 ⇒ (16) + 8 = 24
piercing: 1d6 + 4 ⇒ (4) + 4 = 8


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Between the wounds healed from Imrik's aura and Lectrum's ferocity, Calin feels the tug back into battle.

Round 16 10 rounds of healing from Imrik

Calin swings in tandem with Lectrum.

+1 Longsword w/ Power Attack: 1d20 + 11 ⇒ (18) + 11 = 29
Slashing dmg: 1d8 + 14 ⇒ (6) + 14 = 20

Round 17

+1 Longsword w/ Power Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Slashing dmg: 1d8 + 14 ⇒ (8) + 14 = 22


Calin begins to hack at the stone wall blocking his way back to the fight.


Male N sylph Rogue 4 (Scout) hp 28/28 | AC 19/t14/ff15 CMD 20 +2 vs. undead | Fort +2, Ref +8, Will +1, +1 Ref to avoid traps | Init +4 | spd 30 ft |Darkvision 60 ft; Perception +7 (+11 to overhear conversation/+13 to find traps)

Noticing that others, except Lectrum and Drake, have left and fight getting too tough, Visayn follows them to safety.


Attacks:
[dice=+1 Spiked chain]d20+9[/dice] [dice=Spiked Chain]2d4+11[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Crossbow]d20+4[/dice] [dice=Crossbow]d8[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

If I see a stone wall go up, I would be trying to bring it down so the others could get out after I start the healing. If I can, see the attacks in the spoiler.

Wall bashing!:

Round 7

+1 Spiked chain-PA: 1d20 + 9 - 1 ⇒ (8) + 9 - 1 = 16

Spiked Chain+PA: 2d4 + 11 + 3 ⇒ (1, 4) + 11 + 3 = 19

Round 8

+1 Spiked chain-PA: 1d20 + 9 - 1 ⇒ (7) + 9 - 1 = 15

Spiked Chain+PA: 2d4 + 11 + 3 ⇒ (1, 4) + 11 + 3 = 19

Round 9

+1 Spiked chain-PA: 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26

Spiked Chain+PA: 2d4 + 11 + 3 ⇒ (4, 4) + 11 + 3 = 22

Round 10

+1 Spiked chain-PA: 1d20 + 9 - 1 ⇒ (10) + 9 - 1 = 18

Spiked Chain+PA: 2d4 + 11 + 3 ⇒ (2, 2) + 11 + 3 = 18

Round 11

+1 Spiked chain-PA: 1d20 + 9 - 1 ⇒ (13) + 9 - 1 = 21

Spiked Chain+PA: 2d4 + 11 + 3 ⇒ (2, 1) + 11 + 3 = 17

Round 12

+1 Spiked chain-PA: 1d20 + 9 - 1 ⇒ (14) + 9 - 1 = 22

Spiked Chain+PA: 2d4 + 11 + 3 ⇒ (2, 4) + 11 + 3 = 20

At this point I am at 9 HPs.


In Round 11, from Imrik's attacks the wall comes crumbling down.

Round 12

Imrik enters into the room to see... Does Calin follow to continue get the healing? ... Drake firing his arrows at the Splatter man as he continues to hit Drake with magic missiles. Lectrum is bleeding on the floor. With a protecting yellow and green lizard standing on him. Imrik has moved beside Drake. Do you want to go in further, thus another move action?

The Lopper is no where to be seen, though the Splatter man still cries out in madness at Drake. He flies over the pit well out of melee range, even for a reach weapon. You would need to go all the way around and you believe he still is out of range.

Drake's clothes are a bloody mess, but they were before. You see some darker spots which probably indicates fresher wounds.


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

I moved Calin back out of the room on the map. Not sure why he was next to Lectrum.

@GM Wolf: your most recent post says that Lopper is no where to be seen. But the token for Lopper is still on the map. Is that token supposed to indicate the lizard?


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Round 12

Calin charges through the remains of the wall and uses all of his movement to reach the Splatter Man. "Time to meet the Lady of Graves and be judged for your actions."

Double move

Round 13

Calin calls upon Iomedae to bring swift justice upon the Splatter Man. "Iomedae, lend your power to my blade!

Smite Evil on Splatter Man

+1 Longsword w/ Power Attack & Smite Evil: 1d20 + 11 ⇒ (3) + 11 = 14
Slashing dmg: 1d8 + 14 ⇒ (8) + 14 = 22

Round 14 - Round 16

Calin continues his onslaught!

+1 Longsword w/ Power Attack & Smite Evil: 1d20 + 11 ⇒ (6) + 11 = 17
Slashing dmg: 1d8 + 14 ⇒ (7) + 14 = 21

+1 Longsword w/ Power Attack & Smite Evil: 1d20 + 11 ⇒ (2) + 11 = 13
Slashing dmg: 1d8 + 14 ⇒ (7) + 14 = 21

+1 Longsword w/ Power Attack & Smite Evil: 1d20 + 11 ⇒ (9) + 11 = 20
Slashing dmg: 1d8 + 14 ⇒ (7) + 14 = 21


Attacks:
[dice=+1 Spiked chain]d20+9[/dice] [dice=Spiked Chain]2d4+11[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Crossbow]d20+4[/dice] [dice=Crossbow]d8[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

Round 12
Imrik continues to radiate healing as he flies over to Lectum and touches him to try and stave off death.

Everyone heals 1 pt. I move and cast CLW on Lectum.

Cure Light Wounds: 1d8 + 2 ⇒ (8) + 2 = 10

Round 13
Imrik grabs Lectum and says, "Fall back!" He then flies out with the injured dragonkin.

Everyone heals 1 pt. I try and get Lectum out for now. If he resists then I will back off for now as I am still very hurt. If the lizard attacks me, I hope it misses and ignore it for now.


Round 13

Calin continues forward calling upon his god. He jumps over the ledge of the pit....

Acrobatics: 1d20 - 6 ⇒ (19) - 6 = 13

He soars through the air slicing into the Splatterman before continuing with his arc, slamming into the lower wall of the oblique (hole in the ground.) He drops the rest of the 25 feet unceremoniously.

Imrik's spell rouses Lectrum and he retreats with you. The lizard upon his shoulder.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Round 13

He quickly states as he continues to shoot arrows, "Yes retreat. Stay back, my wounds continue to heal and if others are in the room I will need to shoot you too!"

He then screams at the paladin, "No Calin!!!!"

25 damage to the Splatterman so far.


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

When the magic missiles start flying in Round 8 Lectrum drops to the ground. Sly's protection and the fact that he is a non-combatant are his only remaining defenses. His Fast Healing 2 will have him back by Round 11 if the missiles are going elsewhere and he gladly accepts Imrik's enhanced ministrations.

"I killed as many as I could, but there was so much evil and magic...this must be the most horrific place in all the world."


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

@GM Wolf: Calin should have had enough movement on Round 13 to skirt around the hole without having to jump it. That's why I double-moved. A paladin in full plate ain't jumping! :)


Male N sylph Rogue 4 (Scout) hp 28/28 | AC 19/t14/ff15 CMD 20 +2 vs. undead | Fort +2, Ref +8, Will +1, +1 Ref to avoid traps | Init +4 | spd 30 ft |Darkvision 60 ft; Perception +7 (+11 to overhear conversation/+13 to find traps)

I have lost track of how many hit points Visayn had lost, I assume Imrik's healing brought me to full hit points.

"Calin? Did he survive? Is there anything we could do to help him?" Visayn grows increasingly despondent


Attacks:
[dice=+1 Spiked chain]d20+9[/dice] [dice=Spiked Chain]2d4+11[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Crossbow]d20+4[/dice] [dice=Crossbow]d8[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

I only heal 1 point a round currently. Eventually, I can get everyone back to full. I suggest we bug out and rest though and then come back to finish this later. If you followed me out in and were around me the whole time, I think you have healed 7 points by the time I leave with Lectrum.


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Reposting Calin's action. I didn't understand that the ghost was 12 feet in the air, directly over the hole.

Round 12 & 13

Calin sees the only enemy in the room is 12 feet in the air, directly over the hole in the room. "Drake, cover us!

Along with Imrik, Calin runs up to Lectrum and covers him with his shield. "Let's get out of here! Calin assists Imrik in dragging Lectrum out of the room.

"Visayn, Ragnar: fall back!"

Calin continues to call for retreat as he glances back at Drake. "Are you coming?!?!"


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Round 13

"I will follow when I can. I need to retrieve my arrows, I will retreat if I need. Ahh! No not another letter! Calin get out of here or I will have to shoot you!"

R 11-15 Damage on Drake from Splatterman.
-16+7=-9
-14+7=-16
-14+7=-23
-15+7=-31
-13+7=-37

R13
50 damage to Splatterman

Round 14
Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 - 2 ⇒ (20) + 11 + 3 + 2 - 1 - 2 = 33
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (2) + 2 + (3, 5) + 1 + 2 + 2 = 17
Ranged mwk composite longbow, arrow, FE, DA: 1d20 + 11 + 3 + 2 - 1 - 2 ⇒ (15) + 11 + 3 + 2 - 1 - 2 = 28
damage: 1d8 + 2 + 2d6 + 1 + 2 + 2 ⇒ (5) + 2 + (3, 1) + 1 + 2 + 2 = 16


Round 14

As your group retreats back they way you came, entering the secret door and walking through the shallow murky water in the cave like tunnel. There is an even higher piercing scream and then there is silence. You can hear each other's breathing and movement of armor more than before. Like the scream had heightened your hearing.

Perception DC 29:
You can hear a sign coming from the other room. You believe it to be that of the living.

Round 15
If you stop and focus you can hear movement back in the prison with the Splatterman, the sound of a rope being removed from a bag with speed.

Perception DC 18:
You hear the movement of a boot on rocks.


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Perception check: 1d20 + 1 ⇒ (11) + 1 = 12

Calin whispers to the group. [b]"Can anyone make out any details? Did Drake slay that ghost?"[/dice]


Attacks:
[dice=+1 Spiked chain]d20+9[/dice] [dice=Spiked Chain]2d4+11[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Crossbow]d20+4[/dice] [dice=Crossbow]d8[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

Perception: 1d20 + 11 ⇒ (10) + 11 = 21

Imrik hears nothing as he continues to radiate positive energy to aid his allies and himself.

Perception: 1d20 + 11 ⇒ (17) + 11 = 28

"Someone is coming." He says as he looks towards the oncoming sounds of boots against rocks.


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

"Do you think we can out run them? If not, let's find a choke point to provide cover for some of the group."


Your group quickly finds yourself back in the torture room and could even close the secret door if you wanted. You all take a few moments to recover breath and hit points. Staying near Imrik is amazing!

About a minute after you close the secret door, it opens again. You likely get ready to strike at what may come...


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Then Drake walks through the secret door. His bow is strapped to his back and he is holding a few glittering items. Water drips not only from his pants but his entire attire.

With excitement he states, "Look what I found! I know the mithral dagger has a plus one enhancement on it. I wonder what the other two are? Oh and the Splatter man has been... what is the word... dispersed. Yes I think that is the right word, so is the Lopper. Thanks Lectrum for that! Now we should get to the warden's wife ghost to see what she can do."

Spellcraft: 1d20 + 12 ⇒ (1) + 12 = 13 DC 19

Spellcraft: 1d20 + 12 ⇒ (18) + 12 = 30 DC 17

Spellcraft: 1d20 + 12 ⇒ (3) + 12 = 15 DC 20

+1 keen longsword, a +1 mithral dagger, and a ring of protection +1.


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Calin lets out a held breath once he realizes that the approaching sound was Drake, and not a ghost or other undead. "Drake, we owe you our lives. And, your ability to hit those enemies was a sight to behold. As was yours, Lectrum. I'm glad to hear that two of our foes have been dealt with."

Calin inspects the items that Drake brought back and his eyebrows rise when he sees the longsword. "This longsword is an improvement over mine. I'd gladly take this, unless someone else desires it. But, yes, let's make our way back to the warden's wife to inform her of our progress. We also need to rest. I am quite exhausted from our efforts today."

Calin allows Drake to lead the way to the warden's wife while he guards their rear.


Male N sylph Rogue 4 (Scout) hp 28/28 | AC 19/t14/ff15 CMD 20 +2 vs. undead | Fort +2, Ref +8, Will +1, +1 Ref to avoid traps | Init +4 | spd 30 ft |Darkvision 60 ft; Perception +7 (+11 to overhear conversation/+13 to find traps)

Breathing heavily as he closes the door behind last person to get out, Visayn does a headcount. He was still stressed from combat and drew weapon when door opened.

"Drake! You really scared the hell out of me. As Calin said, you are a great blessing to us. Now we would do well to get rest and have a chat with ghost." Sylph says with relief


Attacks:
[dice=+1 Spiked chain]d20+9[/dice] [dice=Spiked Chain]2d4+11[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Crossbow]d20+4[/dice] [dice=Crossbow]d8[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

So I healed up to 20 points before I let the healing drop. I am not sure how long everyone was around me so I will let each player calculate who gets what. I have one more minute today of Fast Healing and one first level spell left. If people need the last minute let me know and I will use it now for an additional 10 HPs.

"I do not use those weapons, but the ring would be helpful for me if no one else has greater need of it." Imrik nods at Drake's suggestion and says, "Lets go see her and then we may need to rest. I have expended most of the blessings of Omrataji that I have for the day."


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5
Calin Milotti wrote:

Calin lets out a held breath once he realizes that the approaching sound was Drake, and not a ghost or other undead. "Drake, we owe you our lives. And, your ability to hit those enemies was a sight to behold. As was yours, Lectrum. I'm glad to hear that two of our foes have been dealt with."

Calin inspects the items that Drake brought back and his eyebrows rise when he sees the longsword. "This longsword is an improvement over mine. I'd gladly take this, unless someone else desires it. But, yes, let's make our way back to the warden's wife to inform her of our progress. We also need to rest. I am quite exhausted from our efforts today."

Calin allows Drake to lead the way to the warden's wife while he guards their rear.

He announces, "Lectrum's was more impressive. Proof that I need a ghost touch bow or get something that confers that. I would be even more effective." He lets Calin take the sword. He then adds, "If I didn't have these magical arrows it would have been impossible." Drake hands the ring over to Imrik.

Drake leads the way, soon you are before the warden's wife.


The dagger was identified by Drake but the other two are unidentified.


Vesorianna is happy to see you return, she greets those she knows and waits for introductions with the new individuals. She then explains, "I feel like... I am almost able to contain them and keep them from manifesting again. I feel one more is still about. Also were you able to find a symbol of my husband’s office over the prison, I will be able to banish the haunts from Harrowstone entirely."


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Drake asks concerned for the others, "If we go and rest, will the other ghosts we disrupted come back? I think we could push forward to the upstairs but it will be a stretch."


She replies, "If you can leave the prisoner's personal items here I can push my energies to their limit to make sure they don't rejuvenate for a day. That is the most I could handle, especially without the symbol of my husband’s office over the prison. With that alone I could hold them back for a day."


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

"Ah, yes, we were able to find something of your husband's." Calin retrieves the warden's keys and badge from his pack, and reverently place them on a table near Vesorianna.

"Will this help you banish some of the spirits from Harrowstone? If so, our best option is to sleep nearby. We have expended almost all of our energy to defeat some of the ghosts. I fear that if we continue fighting today, we will not be successful."


She excitedly says, "Yes! His keys and badge that will do it. Go rest and come back tomorrow to finish these hauntings! I wish you the best and come back well rested!" She flies around as the badge and keys float up to her and swirl around her.

Likely the group decides to go rest, and given the option for a whole day, you head back to Lorrimer's house.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

As the group nears the town proper he states, "I am going to find myself a shop and see what other equipment I can find! You go ahead and rest, I will be there before long."


Attacks:
[dice=+1 Spiked chain]d20+9[/dice] [dice=Spiked Chain]2d4+11[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Crossbow]d20+4[/dice] [dice=Crossbow]d8[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

Imrik will pull out the hammer and set it down for the ghost to watch over.

I took spells based on the idea that we had several other casters who have since dropped out. Can I trade a cantrip for Detect Magic? My class does not generally allow for me to change spells known each day.


Calin Milotti - Angelkin Aasimar Male Paladin 4
Vital:
HP: 35/40 | AC: 22 T:10 FF:22 | Perception: +1 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +9, CMD: 19, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +10, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +4, Kn. Nobility: +7, Kn. Religion: +6, Perception: +1, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Calin suggests that the group make their way out of Harrowstone and rest at Lorrimor's residence. "I know we could all use some rest. And, I don't feel comfortable sleeping here. The Lorrimor residence seems like our best option."

Upon arriving back to the residence, Calin provides the professor's daughter a brief summary of their recent progress. "We managed to find the former warden's personal effects, which seem to still be of importance to ridding the prison of the ghosts that still linger there. With luck, we can clear the prison of all the ghosts soon."

Exhausted, Calin makes his way to a bed for some much needed recuperation.


The group returned to the Lorrimor residence at dinner time. Kendra was making a stew. With your arrival she would add more... unless someone else takes over in the kitchen.

Drake goes into town as the others head to the Lorrimor residence, does anyone go to town too?

---

The dinner is full and pleasant. Kendra recounts some memories of her father. She turns in soon after.

You all find rooms, likely some cramped accomodations... there are three guest rooms, a parlor with couches, Kendra's room and her father's. The night passes with no nightmares or haunts, you likely wake up after the sun comes up. You might even sleep in until noon.


Vital:
HP: 34 | AC 18/17/12, Saves 6/3/1, Perc +4, Init +2, Speed:30, Fast Healing 2, Resist Fire 5, CMB+9, CMD: 20
Dragonkin Eldritch Guardian 3

Lectrum would be happy with the ring, but he loves the weapons he already has.

He would also love to sleep until noon, preferably on a pile of gold, but he's not there yet.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

He enters the house after dinner... seeing the dishes or someone cleaning up he offers to help. He has a new set of clothing on and without his armor. The suit seems to made of silk, a very fine suit. He slips off the silk vest to show a simple linen shirt below.

Once done with the dishes he eats a few dates before checking on anyone still awake. He makes sure there is no one else awake before fully turning in, walking the hallways with a book in one hand and a glass of liquid in the other.

With everyone else settled he ascends the stairs to the attic. There he gets into his hammock and begins to meditate.

He is awake and making breakfast just before the sun rises. Only a few eggs and toast. Once he has his fill he waits to see if anyone else rises to make something for them.

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