The Carrion Crown (E7 goodness with House Rules frosting)

Game Master Helaman

Ob Portal site | Roll20 Site | Moonday, 13th of Gozran, 4714
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Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Simeon crouches before some of the runes, staring at the warden's name, written here, then there again...again and again.

Looking thoughtful, he taps the side of his chin, pondering. As he does so, he mutters, occasionally a fragment of what he says can be heard "Abjuration...necromantic runes here, the wardens name..... protective circles....hmmmm, keeping out or keeping in...."

Suddenly he rises, "There's a ward been placed here, targetting the former warden. It would not surprise me that if the prisoner's spirits remained in this prison, perhaps that of the warden's did as well. " Simeon drifts off into thought once more.


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

"Should we destroy it?" Baradlon asks Simeon. "I'll lead the way, Jaru."


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll
Baradlon"Nighteyes" Vontarfonel wrote:
"Should we destroy it?"

Do we know how? the priest looks curiously at the wizard. I do not claim to know any man's soul, only Pharasma can, but I believe the warden a brave and honorable man who died defending the town from the twisted creatures in his trust. I would not be surprised if his soul spurned its final judgement to continue its vigil.


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

"We touch nothing until I can discern its true purpose and function..." Simeon says, pulling some parchment and a pencil from his pouch.

He begins to walk slowly along the wall, making notes, muttering and murmuring to himself


Parchment in hand, Simeon starts scrawling notes and copying arcane script working his way towards the water...

Its not a fast process, not at all.

Nighteyes is fairly vibrating with impatience but Simeon just flaps his hand at him as he focuses on the task at hand. Simeon continues at his writing while the rest of you follow him slowly and allows a view of the eastern side of the building.

The northern portion of this balcony has crumbled away into a pile of rubble amid the gently rippling waters of a dark pool of water. Ivy hangs down from the walls in thick matted lengths, while dense tangles of fines decorated with deep red and violet flowers adorn the balcony's edges above.

It would take a modicum of skill to climb the rubble and onto the balcony if one wished.

Simeon is pre-occupied at his task.

Lament 1d20 + 1 ⇒ (14) + 1 = 15

Lament thinks there is something 'strange' about the plant, something she heard once but she just cant shake the memory loose.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru's spell expires while he watches the wizard work.with.agonizing.slowness. Finally the priest grows impatient.

I appreciate your thoroughness, Simeon, but there is no time. We have spent enough time in research. With each night that passes, the threat to the town grows. We must proceed now.

Besides, it is quite possible that what we find inside will explain the cult's intentions and shed more light on all this. You may study the spell's specifics at your leisure once our work is completed.


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Lament points at the vines and appears to be about to say something. She thinks better of it and agrees with Jaru. We need to move now. I'm afraid whatever we are facing grows in power each evening. She continues to guide her magical lanterns ahead of the group.


Map is up... where to?


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Simeon hears a distant buzzing noise in his ear, as he jots down a note on a particularly interesting rune formation. Slowly , he realizes it is in fact his companions nattering on about how much time he was taking.

Straightening, he turns to the others "My friends, bear with me, we have before is an active ritual. To gaily walk into its area of effect could be very dangerous, without first determining what it's purpose may be. I have my suspicions but certainty will only come with the dedication of some time to its anaysis." he says , his brow furrowed "Jaru, this is not research....this is field work, reality!"

Simeon throws up his hands, "If we must press on ignorantly, let us go , but do not forget my warnings!"


Simeon, muttering darkly, puts away pen and parchment and follows the group.

You stand in front of the stone facing of the most notorious prison that Canterwall had 100 years ago. The building itself sits 'brooding' or 'lurking', if that is at all possible for something that is not alive, as if waiting for you to make your move.

You cautiously move up its stone steps and enter a once wide hall flanked by a pair of waiting rooms, but the foyer to Harrowstone now lies in ruins. With little left to hold up the ceiling, the wooden beams above sag dramatically. It is evident that the balcony above is unstable. The wall to the north contains a large pair of oaken doors.

You open the surprisingly sturdy heavy oaken doors and move into the next room.

Marching order? I'll throw up a map shortly


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

"Lets have a look at everything before we go in," Baradlon says, leading the group around the back of the prison where the wall has collapsed into the water.

Going on the red line I drew on the map, looking for anything else of interest.


Cool - I can appreciate that and I can come back to the jail proper later

Passing around the ground there is some movement from the open door atop the stair that leads into the watch tower.

Marked with yellow 'x' and a red x of relative positioning


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

nothing to add other than I'm ready to get inside where the burned ghosts are.


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

"Do the rest of you see that movement?" Baradlon asks, pointing to the tower. He pauses to take a closer look.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13


The stillness thickens... something sits waiting, watching.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

perception: 1d20 + 4 ⇒ (13) + 4 = 17


Nothing you can see now.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru shrugs, "I'll let sleeping spirits lie. It is the restless ones that I'm concerned about."

back into the prison already :P I'd propose Nighteyes and Elidal up front, Lament, me, and Simeon in the back.


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7
Jaru Toth wrote:

Jaru shrugs, "I'll let sleeping spirits lie. It is the restless ones that I'm concerned about."

back into the prison already :P I'd propose Nighteyes and Elidal up front, Lament, me, and Simeon in the back.

I agree with this order.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Still grumbling and more than a little put out, Simeon noticed nothing as he continued to go over his notes, his head coming up at Nighteye's question "Movement? No, I saw nothing..."

That order is good for me as well :)


Inactive

Elidal sighs quietly, feeling uneasy about leaving the outer grounds without further examination but aware that the true source of the Ravengro's problems do indeed lie inside rather than outside of the prison. As the group makes to enter the prison, she moves up ahead of the others to stand with Nighteyes.

That works for me!


You cautiously move up its stone steps and enter a once wide hall flanked by a pair of waiting rooms, but the foyer to Harrowstone now lies in ruins. With little left to hold up the ceiling, the wooden beams above sag dramatically. It is evident that the balcony above is unstable. The wall to the north contains a large pair of oaken doors.

You open the surprisingly sturdy heavy oaken doors and move into the next room.

Streaks of mold stain the walls of this foyer, and the floor below is a thick, gray carpet of fungal growth. Sturdy wooden doors beckon from every wall.

Map updated


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru sniffs at the mildewy growth. "Can anyone identify this? Is it dangerous?" he asks as he renews the light on his shield.

any Know nature or dungeons out there?


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

Lament looks around. She cast detect magic and scans the room.

Knowledge Nature, Dungeoneering, or Engineering?: 1d20 + 1 ⇒ (13) + 1 = 14


The badly-burnt faces of shrieking criminals, rush out of all of the doors before causing the doors slam shut - locking Simeon outside!

Reflex 12 1d20 + 2 ⇒ (13) + 2 = 15

Simeon narrowly dodges some falling beams in the area outside the doors, dislodged by the force of violence of the slamming doors.


"Lament" Duskbreeze wrote:

Lament looks around. She cast detect magic and scans the room.

[dice=Knowledge Nature, Dungeoneering, or Engineering?]1d20+1

Run of the mill fungus and mold


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru spins back to face the door and the oncoming spirit onslaught.

know religion: 1d20 + 5 ⇒ (8) + 5 = 13


You'd say its a 'Haunt' - a weak but malevolent one.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll
GM Helaman wrote:
You'd say its a 'Haunt' - a weak but malevolent one.

is the roll good enough to know how to permanently destroy this one? channel or holy water have an effect?


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

I don't see us on the map? Is Jaru alone in the room?


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll
"Lament" Duskbreeze wrote:
I don't see us on the map? Is Jaru alone in the room?

no. sounds like only Simeon was blocked from entering the room.


Correct on Simeon being locked out. On the Haunt itself? Channelled energy would disperse it if strong enough. Holy water sprinkled on the doors would LIKELY have a more permanent effect


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

After the doors slam shut on them, Baradlon moves to the front door to the prison and tries to open it, seeing if it's stuck shut.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

"Careful, Nighteyes. Let me deal with the haunt first!" Jaru quickly splashes the door with holy water.


There is a echoed scream of different voices shrieking in tortured unison... And then silence.

The doors which seemed stuck fast under Nighteyes attempts to open them now open freely and easily.


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

"So it begins. This whole place is likely to be infested with haunts. Do we have an ample supply of holy water?"


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll
Baradlon"Nighteyes" Vontarfonel wrote:
"Do we have an ample supply of holy water?"

Jaru nods, "I hope so. We each should have one vial from the false tomb and I yet have four additional vials from Father Grimburrow."

"Are you well, Simeon?"


Inactive

Sorry, still had to deal with some RL drama this week but I think it's finally dying down.

Elidal mutters a quick prayer to Iomedae as the shrieking haunts blast past them, forcing the doors behind them to shut and lock. As Jaru splashes the doors with holy water, she suddenly feels very thankful to have a priest that is both on their side and actually with them as they explore.

Iomedae gives me strength, but there is still only so much that any one person can accomplish. Let me and those like me handle the threats of flesh and bone, while those like Father Grimburrow and Father Toth handle the threats spiritual. Two parts, we work in tandem. There's no shame in that.

"The forces at work here surely want to split us up if given any chance to do so. Stay together and be on your guard - I'm afraid that the worst is yet to come."


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Still a bit distracted, Simeon dawdled a little ascending the steps into the prison proper, but his attention was sufficiently sharpened by the sudden appearance of the burnt apparitions and their forceful shutting of him bodily from entering.

Heart beating heavily within his chest, he could hear his companions' muffled voices within, and finally the anguished shrieks of the haunts, seemingly driven from the doorway but the efforts of those inside.

"As well as can be expected, Jaru." Simeon said quietly, "Elidal has the right of it, caution must be exercised...oh wait, I believe I stated that already." he says, his sarcastic tone returning.


Map is now properly up - my bad, looks like I linked to the old map - where to now? Assuming moving forward that Nighteyes is going in first by 5 feet then the rest of the party in the following order, Elidal, Jaru, Lament and then Simeon unless the room / corridor allows for 2 by 2


HP 23/(25)/[25]; Disrupt Undead 1/1; Stability 9/11 AC 17, T 14, FF 13 // Fort +3, Ref +6, Will +0 (+2 vs enchantment)// CMD 15 // Initiative +4 // Perception +7

"Well, lets explore this place systematically and see what we find."

Baradlon will lead the group along the right-hand wall, continuously going through right hand doors and sticking to the right hand wall. He'll pause to take 10 on perception at each doorway.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru looks relieved that nothing has happened to the sour wizard. "Yes," he agrees with Elidal. "Stay close together. No wondering off to look at scribbles on the walls," he gives Simeon a glance and falls into line behind Nighteyes.


A bleak corridor stretches out before Nighteyes, dimly lit by a dirty window. Its cluttered by some aged wooden furniture. A desk and chair that have been pulled half way down the corridor and then, inexplicably left there or set up there.

He moves to the end of the corridor and opens then door there.

This stark room contains a low stone bench against the north wall and a ruined desk to the west that sits under three narrow, barred windows. An old brass brazier lies on its side to the south, surrounded by several rusty lengths of iron - pokers maybe?


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru looks around with a frown, hand on his symbol and wary of any sign of evil spirits.

perception: 1d20 + 4 ⇒ (5) + 4 = 9


F Halfling N Dirge Bard 2 AC 19, T 14, FF 16 // Fort +2, Ref +7, Will +4(+7) // Stability 14/[15] // CMD 12 // Initiative +4 // Perception +7 (+1) // HP 17/(17)/[17] // BP 7/7

I've seen Witchboard! The pokers are going to fly at you!!


The pokers are boringly mundane as Nighteyes enters the room.


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Simeon, rattled despite his outwardly dismissive demeanour, stays close to the others as the group goes deeper into the building.

His eyes dart from shadow to shadow, taking in the mold and mildew and dust.

Perception 1d20 + 1 ⇒ (16) + 1 = 17


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

unless Simeon spots anything, it looks like a door across the room. Farther in, farther in.


Where are you seeing a door in the room? Can you circle it on the map? There shouldn't be a door... oh and on that note.

Nighteyes 1d20 + 6 ⇒ (16) + 6 = 22

The keen elven eyes pick up a section in the wall that looks out of place...

Is that the section you were referring to? Could you see through the shading? If so I'll darken the opacity


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

oops. yeah, that was what I was talking about. I couldn't see the 'S', but it just looked like a door square in the wall.

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