GM Foxy's Carrion Crown

Game Master Foxy Quickpaw

Gameplay for the Carrion Crown AP
Stairs of the Moon


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Narrator

Your companions are not that bad. Tamara did shake you to wake you up. If you don't insist on staying asleep that's good enough.


Female Ifrit Level 1 Wishcrafter Sorcerer (Arcane Bloodline)/ Level 1 Urban Bloodrager | HP: 17/17 | AC: 15 / T: 13 / FF: 12 | Fort: +4 Ref: +3, Will: +2| CMB: +2, CMD: 15 | Init: +5, Perception +0

Sorry i didn't know that one could be slapped awake, cool

Amira Yawns Stirring awake What time is it and what happened


Narrator

So we assume you more or less sleep walked while moving with the others into the Harrowstone and missed the haunt? Or are you still sitting alone outside on the ground?


Female Ifrit Level 1 Wishcrafter Sorcerer (Arcane Bloodline)/ Level 1 Urban Bloodrager | HP: 17/17 | AC: 15 / T: 13 / FF: 12 | Fort: +4 Ref: +3, Will: +2| CMB: +2, CMD: 15 | Init: +5, Perception +0

Idk it's a weird moment i was just saying slapping someone awake after being put asleep by something as far as i'm aware doesn't usually work


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

we would have helped her inside

"You missed a very interesting... something, I am not really sure how to describe what just happened but this place may be haunted. We are moving forward quickly. Are you alright to travel or do you need a few moments?"


M Human 23 HP init +9 Perception +8

Harrold tries to open the door back to the yard


Narrator

The door is held shut by something.


M Human 23 HP init +9 Perception +8

Strength: 1d20 + 1 ⇒ (17) + 1 = 18


Female Ifrit Level 1 Wishcrafter Sorcerer (Arcane Bloodline)/ Level 1 Urban Bloodrager | HP: 17/17 | AC: 15 / T: 13 / FF: 12 | Fort: +4 Ref: +3, Will: +2| CMB: +2, CMD: 15 | Init: +5, Perception +0

i'm fine, the flower put me to sleep or something


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

Herm will nod at Amira, then proceed to look at Harrold.

"Would you like help with opening the door? I would think we should press forward."

Herm will walk over to the door with Harrold attempting to help him open it.

assist: 1d20 + 3 ⇒ (10) + 3 = 13


Narrator

The door is not impressed by the combined effort of Herm and Harrold


Female Ifrit Level 1 Wishcrafter Sorcerer (Arcane Bloodline)/ Level 1 Urban Bloodrager | HP: 17/17 | AC: 15 / T: 13 / FF: 12 | Fort: +4 Ref: +3, Will: +2| CMB: +2, CMD: 15 | Init: +5, Perception +0

Do you boy's need some help? A little wish and you might be able to simply break the door down Amira asks a smirk forming on her face


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

Herm nods at the door, conceeding to its strength.

"Anyone have any issues with the first door on the left?" Herm says as he walks over to it.


Narrator

As Herm tries the door to the left he notices that this door also is held shut.


Female Ifrit Level 1 Wishcrafter Sorcerer (Arcane Bloodline)/ Level 1 Urban Bloodrager | HP: 17/17 | AC: 15 / T: 13 / FF: 12 | Fort: +4 Ref: +3, Will: +2| CMB: +2, CMD: 15 | Init: +5, Perception +0

Ya know, breaking it down it starting to seem like an awfully good plan Amira taunts


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

If it was indeed a haunt, usually it's possible to try to neutralize them before they take effect with a decent init roll. Let's see if Tamara knows that:
Knowledge Religion about this phenomenon: 1d20 + 7 ⇒ (7) + 7 = 14
Tamara jumps, her armor clattering loudly, as the shrieking heads appears. Once they are gone she thinks hard about what the professor has said about such things. "Whatever they were, more is going on here than rats and murders, but we already suspected as much. Let's try all the doors before we go breaking anything. It probably doesn't hurt to look around here either."

Tamara looks around with prayers: 1d20 + 9 ⇒ (15) + 9 = 24


Narrator

Tamara:
It is indeed a slamming portal haunt which counts as undead.
(It would be a perception check to act before he haunt manifests))


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

Is my check high enough to know anything else about it beside the name? I guess we all rolled too low for perception to notice it in time eh?
"It's a slamming portal haunt. The professor did mention them while we traveled."


Narrator

While all stand around considering what to do next the doors 'relax' and the one they came through swings slightly open.


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

As the main door opens, Herm walks over to it, grabbing a piece of debris from the floor and putting it in the doorway to prevent further locking in.

He will then move towards each door and try them till one opens.


Narrator

All the doors open now.

Harrowstone 1st floor
You're in room S2


Narrator

The first door Herm tries to the left leads to a corridor with a single barred window to the front of the building with four doors along the wall opposite the window. At the wall opposite to where Herms stands is another door and the corridor continues around the corner.


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

Herm looks down the corridor, noting the door at the end and all the ones along the northern side. He will cautiously step forward into the room looking back over his shoulder and motioning with his chin for the others to follow.

taking 2 steps forward he again looks over his shoulder, whispering "I will open the door you guys watch down the hall and behind us as well."

He reaches out and opens the door.


Narrator

The room behind the door is a small office with a desk, a chair, an inkpen and ink - both dried up - and a shelf full of notebooks.


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

Herm will step in to the office, looking around and going through the drawers for any information on those who were jailed here or those that worked here.

perception: 1d20 + 2 ⇒ (3) + 2 = 5

"Might have some information that we need on who worked and was jailed here."


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

Which room are we in? Did we just pass by all the rooms along the corridor?

Tamara follows carefully after Herm. "We should all stick together, so we can protect each other. Besides, we'll all need light, but sadly I can only have one magical light active at a time." Tamara says nervously as she looks around while walking along the corridor.

"Hopefully we'll find something useful. Desna guide my eyes." She prays as they look around.

"What happened to being careful and not leaving unknown things behind us? I'm kinda worried about those doors we just passed. Let's open them after we are done here and then not leave unchecked doors behind us, ok?"

perception: 1d20 + 9 ⇒ (5) + 9 = 14


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

I am looking in the first door, or so I thought I had indicated. so the first right hand door out of S2


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

An editable map with icons would make things easier. Sadly I don't have time to make one myself. Remove the last part if we are in the room Herm mentioned.


Narrator

You are in S3 now. And there the first square room when coming from S2

Tamara:
There is nothing in the corridor or in the open office room that catches your eye beyond the books in the shelf


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

"Let's check out those books." Tamara says as she goes over to see if any of the books are of interest.


Narrator

The notebooks are ordered by year and contain the payment lists. There are all the guards listed as well as Warden Hawkran and what they received as payment every week through all the years the prison existed. Also some bookkeeping about payments to the prison and expenses for everyday needs.


Female Ifrit Level 1 Wishcrafter Sorcerer (Arcane Bloodline)/ Level 1 Urban Bloodrager | HP: 17/17 | AC: 15 / T: 13 / FF: 12 | Fort: +4 Ref: +3, Will: +2| CMB: +2, CMD: 15 | Init: +5, Perception +0

Doesn't seem like anything unusual


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

Herm will leave the room and continue slowly down the hall, opening the next door on the right. He will do this until they reach the end of the hall.


Narrator

The second room has a similar layout and furnishing. But here are less notebooks containing the details about the purchases of the Prison. The majority of the papers here are invoices and receipts.

The last office is the same bet the notebooks there are more interesting. They contain information about the prisoners of the Harrowstone. There is written who was sent here and for what. Who died, who got executed, who has to stay how long. But on just looking through the pages it seems like no one was ever released.


Female Ifrit Level 1 Wishcrafter Sorcerer (Arcane Bloodline)/ Level 1 Urban Bloodrager | HP: 17/17 | AC: 15 / T: 13 / FF: 12 | Fort: +4 Ref: +3, Will: +2| CMB: +2, CMD: 15 | Init: +5, Perception +0

People are usually supposed to be released after there sentence right?


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

"Depends on the crime but generally yes, seems maybe these people never got a release date? Life sentences?"

Herm Will flip through a few more books before departing the room once people are ready.


Narrator

Flipping through the pages Herm comes to a conclusion. Most of the criminals were to be executed. And those who are not got long sentences in most cases for life. And as the prison only stood five years before the fire no prisoner ever left the Harrowstone alive.


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

"This is much more interesting. This combined with the information from the memorial means we have all the names of the people here. The professor seemed to think this information was important. We should bring it with us. It seems ominous that no one left the prison alive though. Not even the guards..." Goosebumps form all over Tamara's skin and she shivers.

She'll look through the book for anything particularly noteworthy before putting the book listing all the prisoners into her sack so they can move on. As usual a prayer accompanies her search.

perception to look through the book: 1d20 + 9 ⇒ (15) + 9 = 24


Narrator

Tamara:
There is nothing out of the ordinary with the lists. The checks to get information from this would be knowledge history and/or local and takes hours to complete.


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

I had history as one of my background skills in a previous iteration of this character, but obviously that doesn't apply here.

"If there is any significance to the information here it escapes me at the moment, let's check out the next door." She says as she once again gets out her shield, ready to follow Herm through the next door


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

As the ladies finish up, Herm heads towards the door leading out of the hall way, he touches the door. Turning his head to look back over his shoulder he opens the door slowly and looks in.

perception: 1d20 + 2 ⇒ (7) + 2 = 9


Narrator

This spacious room smells of mildew and rot. A long desk and chair sit to the south, while to the northwest a narrow alcove contains a closed safe. Thick layers of dust cover everything in sight.

Room S4 on the map. To open the safe on ewould need a key.


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

"A safe, I wonder what's in it. Though it might be looked still. This room looks somehow more important than the other ones. Let's check it out. Desna, please reveal any magic herein so we can avoid going into a foul trap." She prays before entering to scan the room for magic.

Detect magic

perception to search the room with guidance: 1d20 + 9 ⇒ (15) + 9 = 24

As she gets to the safe and tries the door to find it locked she lets out a disappointed sigh. "It's locked, as expected. Though I guess that means there might still be something inside." She brightens up.

Then she looks at her companions with a devious smile. "I don't suppose any of you know how to open such locks?"


Narrator

Tamara:
You detect no magic aura. Also there is nothing to find but the obvious and some rotten office supplies.


HP 66 AC 23(T 11, FF 22) l CMD 15 l F+11 l Ref+6 l Will+9 l Ini+1 l Perc+8 Immue: Fear and Disease l Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.

Herm frowns at the lock, looking at Tamara

"Lock picking is not something that the Knights ever thought neccessary. I could just bash if off since I don't feel anyone is going to come and lay claim to ownership. Also we might find who owns items inside and return them to families of those who died here. What say everyone else?"


M Human 23 HP init +9 Perception +8

"I might actually be able to get it open." Harrold says walking over to the safe, kneeling down next to it he looks at the mechanism

Disable device I assume, and may I take 20? If so, disable device for 24


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

Tamara makes wide eyes at Herm's claim. "You think you can bash in a safe? Isn't that kinda made to withstand such attacks? It's sure to cause a ruckus if you do it though. I would agree in a heartbeat if I thought it had no ill effects. But if there is any other people here, they are sure to take notice. I'm not sure how much attention we want to draw to ourselves even if anyone monitoring this place might already know."

A short while later Tamara concludes her scan of the room. "There are no traces of magic here that I can find, nor anything else interesting besides the safe."


M Human 23 HP init +9 Perception +8

"I didn't say I could bash it open." Harrold says with a smile, "But if it isn't overly well made I might be able to actually open it."


Female Ifrit Level 1 Wishcrafter Sorcerer (Arcane Bloodline)/ Level 1 Urban Bloodrager | HP: 17/17 | AC: 15 / T: 13 / FF: 12 | Fort: +4 Ref: +3, Will: +2| CMB: +2, CMD: 15 | Init: +5, Perception +0

If Harrold can't do it, i can try melting the lock. it'd take a while though


Female Half-elf | Alchemist / Summoner | Init:+2 | H9/9 | AC:13[15] T:10[11] FF:13[14] CMD:10 | F:+3[4] R:+2 W:+3* (+2 vs mind-affecting)| Perc:+7, Low-light, [dark] | Spells: 1st 2/2, Extracts : Open 2/2 | SM: 7/7

"I guess an old man with plenty of experience have picked up a thing or two. That's nice Harold." Tamara smiles at him.

She looks questioningly at Amira. "You said try. Are you sure you'll be able to get through it? If you don't succeed it might render it impossible to be opened by a key if we do find it."

@Harrold: Have you forgotten your class skill bonus for disable device? One rank in it would put you at +7.

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