DM-Camris' CARRION CROWN Chapter 1: The Haunting of Harrowstone (Inactive)

Game Master Camris

When a mysterious evil disturbs Harrowstone’s tenuous spiritual balance, a ghostly prison riot commences that threatens to consume the nearby village in madness and flames.
Can the heroes discover the secrets of Harrowstone and quell a rebellion of the dead? Or will they be the spirit-prison’s next inmates?


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Agrimar bleed: 3
Ereviss bleed: 1

Round 3_______________
The Lopper twisted under the mighty axe swings of Agrimar. It moved right through Agrimar and ended up behind the party. He swings at Kendra!
Incorporeal touch attack: 1d20 + 7 ⇒ (8) + 7 = 15
Incorporeal touch attack: 1d20 + 7 ⇒ (3) + 7 = 10
Hit! Kendra takes a hit to her right leg dealing 1d6 ⇒ 5 negative energy hp damage and 1d6 ⇒ 5 bleed damage.
The blood still seeping from Agrimar, Ereviss and Kendra serve to heal the Lopper of much of the damage it has taken so far.


Players take their turn in order of posting, enemies went first.


Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

The Lopper should have had to make two will saves against glitterdust. It's still under the effects of Misfortune, which applies to all ability checks, attack rolls, skill checks, and saving throws.


Ysabot: Got it and edited the post. He still saved.


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

The bard tries to touch the Lopper.
touch CLW : 1d20 + 5 ⇒ (12) + 5 = 171d8 + 3 ⇒ (6) + 3 = 9


Male Half-Orc Paladin (Undead Scourge)/4;HP 43/43; AC 19 T 11 FF 17; Fort +9; Ref +5 Will +8; CMB +6; CMD 18; Per +1; Init +1; Spd 20ft.

Agrimar tries to hack at the vile spirit.

Lopper's axe strike: 1d20 + 7 ⇒ (20) + 7 = 272d6 + 7 ⇒ (1, 3) + 7 = 11

Confirm critical: 1d20 + 7 ⇒ (13) + 7 = 20


Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

Heal (Agrimar): 1d20 + 1 ⇒ (1) + 1 = 2

Unable to think of much else to do, Ysabot attempts to staunch Agrimar's bleeding. It doesn't go anywhere near as well as she'd hoped. Was that a rib?


Ereviss chance to touch?: 1d100 ⇒ 73 He connected!
Lopper Will save: 1d20 + 7 ⇒ (7) + 7 = 14 he just saved, taking 4.
Agrimar chance to touch?: 1d100 ⇒ 33 Ordinarily a miss, but with both Smite Evil and a Confirmed Critical, I say Agrimar connected and tore his incorporeal existance to shreds.
A keening shriek tears through the air at the Lopper's reluctant departure; and you could swear you saw Vesorianna's arms reaching up from the central pit and drag the spectre down into it, his screams fading into infinite distance.

Silence descends into the dungeon once again.

Ysabot's Healing deals: 1d4 ⇒ 4 more damage to Agrimar from a misplaced tourniquet...;)


Human (Tia.) Alchemist L1 | AC15 | hp 25/10 | Percep +5

Xiuj quickly opens his back and hands out another potion of Cure Light Wounds (1d8+2) to each of those still bleeding from the Lopper's wounds.


After you have recovered enough to go on...

The chamber ahead of you is a dead end ringed by closed cells. Quickly looking through the bars, you see nothing but manacles, chains, a palate, decayed straw and nothing else.

When you go to the central shaft (the Oubliette itself); quickly glancing through the iron grille, you can just see a pile of bones and other things thirty feet down at the bottom.


Male Half-Orc Paladin (Undead Scourge)/4;HP 43/43; AC 19 T 11 FF 17; Fort +9; Ref +5 Will +8; CMB +6; CMD 18; Per +1; Init +1; Spd 20ft.

"Thank you Ysabot..." Agrimar winces, quickly downing the potion Xiuj hands him.

Healing Draught: 1d8 + 2 ⇒ (3) + 2 = 5


Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

"Sorry," Ysabot mutters, glancing away in mild embarrassment. When the group reaches the central shaft, she sighs. "Well, do we still go down?"


KENDRA:

Relieved when she took a potion to heal her bleeding wound, Kendra concentrated for a couple rounds.
"I sense... magic down there!" She said, glancing up at the others.


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

Ereviss smiles after doing a solid search.
He pulls out his book with everyone's name in it, the collective story they have been building. He recites an inspiring speech, and everyone feels more alert.
All allies
within 30 feet gain a +1 bonus on Initiative checks, Perception,
and Disable Device checks for 1 hour. They also gain a +1 insight
bonus to Reflex saves and to AC against traps when they are
flat-footed.

Ereviss looks for traps and surprises.
Take 20 for 30 perception


When lowered to the bottom of the oubilette, you understand how doing time here in the lightless pits of Harrowstone could send a man down a path to madness.

The Lopper’s physical remains lie in a heap at the bottom of the oubliette, along with about 30 feet of old rope.
In addition, a fair amount of rotted or rusted gear and other
treasures looted from murdered guards lies among the Lopper’s bones.
Including a decapitated skull with a guards helm still on it.
These objects consist of 120 crowns in various coinage, a broken masterwork heavy crossbow, a masterwork longsword, a +1 heavy mace, a stone of alarm, and a ring of keys that look like they would fit in locks used here in Harrowstone.


Searching around, you realize that this Oubilette is a dead end.
What do you do now?


Male Half-Orc Paladin (Undead Scourge)/4;HP 43/43; AC 19 T 11 FF 17; Fort +9; Ref +5 Will +8; CMB +6; CMD 18; Per +1; Init +1; Spd 20ft.

Agrimar hefts the heavy mace, "If noone objects, I'll hold on to this in case we encounter anymore restless bones."


With no where else to go, you return south to the large chamber.

Four dark hallways exit from this empty chamber, each striking out in one of the four directions of the compass, and each decorated with a soot-caked brass nameplate affixed to the ceiling just above the entrance. A rubble-choked stairway leads up in the middle of the room, while numerous bone fragments dressed in scorched prisoners’ robes lie on the ground.

Detect Evil:

The Evil in this place is strongest on this level. Focusing, you sense some residual evil here in the skeleton fragments, but stronger West and South. You sense nothing in the North where you came from, or East where you descended to this level.


Human (Tia.) Alchemist L1 | AC15 | hp 25/10 | Percep +5

Frowning, Xiuj approaches the brass plates and taps at them with his staff.


With the soot wiped away, you see the names of the cell blocks on the brass plates.
To the north lies “The Oubliette.”
To the west lies “Reaper’s Hold.”
To the south lies “The Nevermore.”
And to the east once stretched “Hell’s Basement.”

You've been to the East and the North. Where to now?


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

Reapers hold it is. Always save the downstairs for last.

Ereviss gives Kendra a smile and a bow before following their paladin to the Reaper's hold.

"I hope to not meet scythe wielding black cloaks."


Proceeding down the Western corridor more than 80 feet, you see ahead of you two doors, one on each side of the corridor facing each other. The corridor stretches beyond them into the darkness.


Who is going to try a door? Or bypass them both?


Male Half-Orc Paladin (Undead Scourge)/4;HP 43/43; AC 19 T 11 FF 17; Fort +9; Ref +5 Will +8; CMB +6; CMD 18; Per +1; Init +1; Spd 20ft.

Agrimmar detects evil on both doors.


Detect Evil:
The door on the left (south door) you sense nothing more than the background Evil (which is already moderate).
The door on the right (north door) you sense a strong Evil; at least as strong as the Lopper was... and close.


Male Half-Orc Paladin (Undead Scourge)/4;HP 43/43; AC 19 T 11 FF 17; Fort +9; Ref +5 Will +8; CMB +6; CMD 18; Per +1; Init +1; Spd 20ft.

"Be wary of the North door, there is an evil presence behind it, at least as strong as the Lopper."


Kendra:

"So, we should avoid it then?" Asked Kendra, whispering.


Male Half-Orc Paladin (Undead Scourge)/4;HP 43/43; AC 19 T 11 FF 17; Fort +9; Ref +5 Will +8; CMB +6; CMD 18; Per +1; Init +1; Spd 20ft.

"Forewarned is forearmed. As your father would say."


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

"We know we are fighting another major creature. We can prepare and attack it. It will not go away."
Ereviss looks around for confirmation.
"Any protection from evil or other magic we can cast beforehand?"


Male Half-Orc Paladin (Undead Scourge)/4;HP 43/43; AC 19 T 11 FF 17; Fort +9; Ref +5 Will +8; CMB +6; CMD 18; Per +1; Init +1; Spd 20ft.

Agrimar nods at Ereviss' assessment and applies oil of bless weapon to his falchion.


Human (Tia.) Alchemist L1 | AC15 | hp 25/10 | Percep +5

Xiuj mutters under his breath as he rattles through the drawers of his case. He looked up and shook his head.
"Got Cure Light potions, got lesser restoration potions, got alchemists fire; no protections."


Kendra:

Kendra raised her hand.
"Um, remember that cache of my father's you discovered? I have a scroll of Protection from Evil! Just one though."


Human (Tia.) Alchemist L1 | AC15 | hp 25/10 | Percep +5

Xiuj snapped his fingers.
"Oh yeah! You got those arrows big nose? You got a couple Undead Bane, you got a couple Ghost Touch, you grip like dagger and stab! Hu yah!" He said, stabbing the air with his hands.


Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

Ysabot spends a few moments muttering to Persimmon, taking stock of her prepared spells. After a few moments, she sighs, and casts a minor protective charm on herself. It wasn't fantastic, but it would help.

Casting false life. Gaining 1d10 + 3 ⇒ (3) + 3 = 6 temporary hit points that will last 3 hours or until spent.


Human (Tia.) Alchemist L1 | AC15 | hp 25/10 | Percep +5

Just in case, Xiuj hands out a potion of Cure Light Wounds (CL3) to each party member.


When you are ready to go in, the door opens stiffly under your hand, but it opens.
Overview.
This guardroom contains a single large table with two chairs astride it and a single sagging cot pushed up against the eastern wall. Several battered cabinets line the northern wall, with a few arrows and bits of chainmail lying scattered on the floor nearby, yet the most eerie sight are the three fractured skulls sitting on the table next to a heavy hammer.
It looks as if someone has arranged the fragments of the skulls in some sort of pattern, as if an attempt had been made to construct a fourth skull from the broken fragments of the trio on the table.
The leathery body of a long-dead dwarf, his wiry red hair and beard still strangely vibrant in death, lies slumped on the ground behind the table.


So who's going in?


Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

"Those skulls..." Ysabot mutters, peering into the room. She glances sidelong at Agrimar. "I'd like a closer look. Cover me?"


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

Ereviss readies an incorporeal smacking arrow.

"Hit the dwarf body with a disruption of undead shot Kendra and we will see what happens."

Ereviss readies an arrow.


Kendra nodded and nervously stepped forward.


A few seconds after Kendra and Ysabot enter the room, the dusty fragments of shattered skulls on the table rattle about, then rise up and reform into three solid skulls as they transform into severed
heads with the screaming ability.
They immediately scream and dive to attack you!
Ysabot, Kendra and Ereviss make a will save DC11 or be Shaken 1d4 rounds.
Skull 1 vs Ereviss: 1d20 + 2 ⇒ (10) + 2 = 12 for a possible 1d2 ⇒ 1 slam damage.
Skull 2 vs Ysabot: 1d20 + 2 ⇒ (15) + 2 = 17 for a possible 1d2 ⇒ 2 slam damage.
Skull 3 vs Kendra: 1d20 + 2 ⇒ (10) + 2 = 12 for a possible 1d2 ⇒ 2 slam damage.

Beyond the table, you see the Mosswater Marauder’s spirit seem to rise up from his bones, appearing as a sobbing dwarf wielding a ghostly hammer.
A ghostly skull

Heal check DC20:
(identifiable as the skull of a female dwarf)
floats in the air nearby, its cranium laced with cracks and missing a knife-shaped shard of bone along the side.


Round 2_________________

Players take their turn in order of posting, Enemies go last.

Tactical Situation.


Male Half-Orc Paladin (Undead Scourge)/4;HP 43/43; AC 19 T 11 FF 17; Fort +9; Ref +5 Will +8; CMB +6; CMD 18; Per +1; Init +1; Spd 20ft.

Anyone within 10' of Agrimar gets a +4 bonus to fear checks.

Agrimar draws Lopper's Handaxe and enters the room. To A5

Lopper's Axe: 1d20 + 6 ⇒ (20) + 6 = 262d6 + 4 ⇒ (2, 1) + 4 = 7

Confirm Critical: 1d20 + 6 ⇒ (15) + 6 = 21


Kendra shrieked in fear and fired a disrupt undead ray at the skull.
ranged touch attack: 1d20 + 3 ⇒ (3) + 3 = 6 but rushed the shot and missed.


Human (Tia.) Alchemist L1 | AC15 | hp 25/10 | Percep +5

Xiuj tumbled over to (B,6)
Staff attack: 1d20 + 4 ⇒ (14) + 4 = 18 for a possible 1d6 + 1 ⇒ (6) + 1 = 7 bludgeoning damage.


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

will: 1d20 + 7 ⇒ (5) + 7 = 12
Ereviss shakes off the fear and dodges the skull. He fires at the Marauder his enchanted ghost touch arrow.
hit/damage: 1d20 + 5 ⇒ (16) + 5 = 211d6 + 1 ⇒ (4) + 1 = 5


Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

Will: 1d20 + 4 ⇒ (19) + 4 = 23

Ysabot yelps as the skull slams into her shoulder. Clutching it, she retaliates with her misfortune hex, before taking a step sideways, towards the cabinets for cover.

Down to 4 of my temporary hit points.


Round 2_________________

Agrimar____________
Agrimar draws Lopper's Handaxe and enters the room. To A5
Agrimar’s hack destroys a skull, leaving nothing but a drifting cloud of bone meal. The Mosswater Marauder himself cried out in hollow agony, staggering to one side while grabbing his head.

Kendra______________
Kendra shrieked in fear and fired a disrupt undead ray at the skull.
but rushed the shot and missed.

Xiuj-Hak-Leyng IV_____________
Xiuj tumbled over to (B,6)
Swinging his staff, he clips skull 2 for great damage.

Ereviss Ladyhunter_______________
Ereviss shakes off the fear and dodges the skull. He fires at the Marauder his enchanted ghost touch arrow.
The arrow sailed completely through the Marauder, sinking into a wooden weapon rack behind him. The Marauder flinched at the damage, but kept on coming.

Ysabot_________________
Ysabot yelps as the skull slams into her shoulder. Clutching it, she retaliates with her misfortune hex, before taking a step sideways, towards the cabinets for cover.

Enemies_________________
Skull 2 vs Ysabot: 1d20 + 2 ⇒ (9) + 2 = 11 for a possible 1d2 ⇒ 1 slam damage.
Skull 3 vs Kendra: 1d20 + 2 ⇒ (14) + 2 = 16 for a possible 1d2 ⇒ 2 slam damage.
Skull 4 vs Xiuj: 1d20 + 2 ⇒ (8) + 2 = 10 for a possible 1d2 ⇒ 2 slam damage.
Skull 5 vs Agrimar: 1d20 + 2 ⇒ (18) + 2 = 20 for a possible 1d2 ⇒ 1 slam damage.
The Marauder lept forward and swung his semitransparent hammer, connecting with Kendra’s head. Kendra shrieked, and fell to her knees holding her head. Something that looks like a piece of her skull floated up from her and tried to fit into the gap in the Marauders companion’s skull, thereafter the piece dissipated. The Marauder’s look of hope turns to rage as he turned to Ysabot.


Round 3_________________

Players take their turn in order of posting, Enemies go last.

TACTICAL MAP


Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

Sorry, I posted in a rush. The skull that attacked me should have to make a DC 14 will save or be affected by my hex. Either way, though, 11 misses my AC.

The witch begins to cackle, before covering herself and backing away from the Marauder.

If that hex last round stuck, I'll cackle as a move action. Either way, my standard will be to use the withdraw action to B2. It won't provoke from the Marauder, but it will provoke from skulls 2 and 5.

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