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To Wear the Carrion Crown (Group 2) (Inactive)

Game Master Haldhin

Carrion Crown Adventure Path

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Human Rogue(Thug/Scout) 1 , hp 11/11, AC 17(T14/FF13) CMD 16, Init +6, Perc +5. F+2/R+6/W+1

Spellcraft: 1d20 + 10 ⇒ (10) + 10 = 20

"Huzzah! Necromancy stands no chance against the might of my alchemical concoctions."

Mithias goes to pick up his spear. Noticing the arcane circle, he studies it for a moment.

"I think this might be a ghost cage designed to keep some spirit within the prison. That can't be good."

HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

Sheilding his face from the blast, Leon can't help but chuckle in amazement when the smoke clears. Looking down at his truncheon he shakes his head. "Or I suppose we could simply blow them up. That works too."

Seeing Mithas stop, Leon looks at the ground but knows he's out of his depth. Instead he takes up a defensive stance a bit away from the waters in case there are more dangers.

"What is a Ghost Cage?"

Male half-elf Summoner (Wild Caller) 5

"I was wondering the same thing."

Human Rogue(Thug/Scout) 1 , hp 11/11, AC 17(T14/FF13) CMD 16, Init +6, Perc +5. F+2/R+6/W+1

"A cage for ghosts. An arcane barrier that prevents a particular apparition from passing beyond it."

Male half-elf Summoner (Wild Caller) 5

"And is this one damaged? Because I really don't think any ghosts someone felt needed one of those should be loose."

HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

Take 10 on Knowledge religion for info on ghosts, total 18

"I don't think it's meant to keep others safe. I think it's meant to keep the ghost here. To keep it from being able to pass on. Ghosts are like a whirlpool in the spirit world, and like whirlpools they don't tend to last long. They can't. The things and people they are tied to eventually vanish, and so do they. People tend to notice them and do things about them because they pull things into their madness and bleed off psychic trauma. I think that's what I was just caught in. The research we did indicated that this prison might be home to quite a few ghosts. That ghost cage might mean someone trapped them here on purpose."

Male Elf Rogue 5 [HP 38/38 || AC 20, T 15, FF 16 || F +2, R +8, W +1 (+3)] {Effects: None}

"You think these are the markings the Professor was referring to in his journal? Maybe the Way has something to do with either the markings or the damage. He did mention their interest in someone held in Harrowstone."

HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

"That's more Mithas' territory. My studies have made me adept at the "why"s involved in things like this, but the "how"s are a bit out of my league."

Turning to the alchemist, Leon asks "What do you think? Did the descriptions of the markings in the journal match these at all?"

Human Rogue(Thug/Scout) 1 , hp 11/11, AC 17(T14/FF13) CMD 16, Init +6, Perc +5. F+2/R+6/W+1

"I'm not sure, the journal mentioned the symbols being etched into the foundation of the prison and these seem decidedly less permanent. We would have to check the foundation to be sure."

Knowledge(Arcane): 1d20 + 9 ⇒ (1) + 9 = 10
Knowledge(Nature): 1d20 + 9 ⇒ (19) + 9 = 28
To try to identify the powder

Survival: 1d20 + 5 ⇒ (2) + 5 = 7
To determine how long the symbols have been out in the elements.

Male half-elf Summoner (Wild Caller) 5

While the others discuss the symbols Sethis will keep looking around making sure to keep in sight of everyone and taking the Wyldling with him.

You identify the powder as crushed ruby, a rare and expensive material component used by a handful of powerful spells. Unfortunately, you are not familiar with its use in anything resembling the runes of the circle. This is either something entirely new, or something outside of your knowledge (or perhaps both).

You can also tell that whatever power was used in the arcane working also caused the powder to discolor and become functionally useless. For the spell to have consumed this much ruby powder is impressive in both size and strength.

The powder appears to have spent several weeks in its present location.

Although they are not easy to find, a focused search around the building's foundation reveals small runes carved into the rock. These runes are identical to the ones found in the circle.

The only items of interest you see are three balconies high above your heads attacked to the prison. There is no access to the balconies from the courtyard, but a determined individual might be able to climb up to them. They all have doors that lead into the prison.

Human Rogue(Thug/Scout) 1 , hp 11/11, AC 17(T14/FF13) CMD 16, Init +6, Perc +5. F+2/R+6/W+1

Mithias relates his findings to the others.Feel free to read what's under the spoiler

"I would image that the Professor would have made mention of this circle in his journal, had it been here on his first visit and if he had been planning such an undertaking, I doubt he would have been interested in a few magic arrows and flasks of holy water in the restlands. My guess is that this is the work of the whispering way cultists, but that's just a hunch."

HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

"How about we refrain from naming them outright anymore? I don't know if there's any truth to the superstition, but if it's all the same I'd rather not tempt fate. Maybe if we need to talk about them, we can refer to them in code. Like the 'Too Chicken To Just Off Themselves' club, or something"

HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

a moment later-

"The Bad-At-Life-Society."

HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1 a moment later...

"Heh. The Wimpering Way."

Nice Leon. :) There are still several hours of daylight remaining, and you are pretty sure the courtyard has been searched and secured. There are still a couple rat swarms you can play with if you feel like it, but they appear to be content leaving you alone as long as you stay away from them (they are in the guard towers).

If you want to continue exploring the interior of the prison, your options are to enter through the front door, dive down into the murky pond, or climb up the sides of the prison to the balconies overhead. I'm fine with either, I've got maps ready to post later today.

Human Rogue(Thug/Scout) 1 , hp 11/11, AC 17(T14/FF13) CMD 16, Init +6, Perc +5. F+2/R+6/W+1

I'm all for sending the wyldling exploring the pond, but Mithias wont be doing so. As for the prison, I would prefer to try for the balconies, but I don't think that all us oft magicky types will be able to make our climb checks. What do the rest of you think?

Male Gnome Druid 1

The front door could work, as long as we have a decent perceptor and trap spotter, I suppose. I'd rather avoid diving into a murky skeleton infested pond though.

For the Balcony, if we get one successful climber who can bring a rope then the PRD defines, "a knotted rope with a wall to brace against" as DC 0. Or Vincent could carry the rope, with +7 climb, but I feel like he might struggle with tying knots.

Male half-elf Summoner (Wild Caller) 5

Does anyone have a grappling hook? We could toss the rope up and use my block and tackle to then pull everyone up

For ease of gaming, let's say that somebody has 50' of rope, but no grappling hook. There are three balconies that can be reached from the courtyard detailed below. All of the options below have a wall that can be used to brace against with a rope, but I am including the climb information just in case.

R6: This balcony seems to be the most stable of the three, but also appears to be the most difficult climb.

R7: This balcony has partially crumbled into the murky pool, but the southern half is largely intact. The climbing is easier, but the damage may be more extensive than it appears.

R8: This wooden balcony is obviously sagging and deteriorating. From what you can see, you are surprised that it remains standing. Luckily, the climb up would be much easier.

Just let me know which balcony you want to hit first.

HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

Just realized I never did finish my equipment list. Are you comfortable hand-waving that as an item Leon has in his pack?

I'll have my full equipment list done tomorrow night

Sure, not a problem. I also realized you could just jog back to town, buy what you need, and come back to Harrowstone easily before nightfall. So it's not an issue, the main point of my post was trying to ensure we don't lose a bunch of momentum.

Male half-elf Summoner (Wild Caller) 5

I have rope

Human Rogue(Thug/Scout) 1 , hp 11/11, AC 17(T14/FF13) CMD 16, Init +6, Perc +5. F+2/R+6/W+1

After all that, I now vote we just go through the main entrance. The balconies could cause a bottle neck, if we have to beat a hasty retreat.

The map for the first two rooms inside the prison is up in the shared folder; I'll post the descriptions for the first two rooms since you can see inside both of them without actually going inside.

S1. Entrance Foyer
This was once a 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. The wall to the north contains a large pair of oaken doors that have been destroyed by the elements over the past few decades. Even a casual observation of the roof here is enough to reveal that the balcony above is unstable.

S2. Haunted Foyer
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.

Eidolon 4

The wyldling will cautiously move into the prison by way of the main doors, keeping an eye out for any ambushes or dangers (like collapsing roofs or floors)

Perception if needed: 1d20 + 5 ⇒ (9) + 5 = 14

Male half-elf Summoner (Wild Caller) 5

Sethis will follow after, slinging his crossbow over his back and readying his morningstar.

Human Rogue(Thug/Scout) 1 , hp 11/11, AC 17(T14/FF13) CMD 16, Init +6, Perc +5. F+2/R+6/W+1

Mithias makes sure that the fungus on the floor is just run of the mill mushrooms before stepping into the room Knowledge(nature): 1d20 + 9 ⇒ (12) + 9 = 21.

If it doesn't try to eat him or anything, he'll open the door directly across the way (north?)

The Wyldling looks around with a keen eye, and except for certain parts of the ceiling which have already collapsed, the interior of the prison seems stable enough for exploration.

The growths inside these areas appear to be common natural vegetation, mosses, small mushrooms, and the like. Mithias does not see anything that would concern him.

The northern door opens to a long hallway. The right side of the hallway has been framed out for two sets of double doors, but the doors themselves are lying on the ground, the wood having rotted away and falling off the hinges that are still attached to the jamb. The first doorway leads to a staircase heading down, but the walls around it have collapsed, effectively preventing its use. The second doorway leads to a stairway going up, and aside from dust and small debris, it appears clear of any obstacles.

There is also a door at the far end of the hallway (North), and two doors leading west (one door near your position, and one door at the far end of the hall near the North door).

I will have an updated map posted after I get home from work.

Updated the map; there is also a small closet beside the stairs I neglected to mention in the previous post, but it's empty so no loss.

Human Rogue(Thug/Scout) 1 , hp 11/11, AC 17(T14/FF13) CMD 16, Init +6, Perc +5. F+2/R+6/W+1

Well if no one else is going to post...

Mithias. moves cautiously and opens the first door to the west.

S3: You open the door to reveal a long hallway with small offices on the northern wall. From the papers, folders, binders, and other mundane objects, you surmise these were used as administrative offices.

You can see two more doors at the end of the hallway.

Opening Door 1:
S4: 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. A tarnished brass nameplate on the floor near the desk reads "Warden Lyvar Hawkran".

After a few moments, you are pleasantly surprised to notice a sense of peace and calm inside this room.

Opening Door 2:
S5: This appears to have been used as a washroom and privy.

I will update the map asap when I get home

HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

Leon moves with Mithas, glancing around the hallway.

"This whole place seems like it's on the verge of collapse. We should be careful that none of the stone gives way on us."

Do we have a 10 foot pole to test floors and celings with?

Assume you can find something at the prison to use if nobody has one. But for what it's worth, the interior with very (and obvious) exceptions, seems very stable.

I've also updated the map.

HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

"Wait a minute... the stone here gets a lot more sturdy, but the outside was practically collapsing. That doesn't make any sense."

Male half-elf Summoner (Wild Caller) 5

"Maybe we should check this door by the entrance before we go too far inside."

Several of you notice the front doorway appears to be sturdy and in good shape, despite appearances. The balcony over the doorway has crumbled somewhat, but that damage has not affected the integrity of the entryway.

On closer inspection, everyone notices that most of the damage to the parts of the prison still standing (i.e. not collapsed) appear to be either to the roof or to cosmetic ornaments like gargoyles. The walls themselves seem to be very sound.

Kn: eng DC 15:
The collapsed part of the prison seems like it sunk into the ground, and that definitely does not appear to be a problem with the rest of the building.

Male half-elf Summoner (Wild Caller) 5

Sethis will listen at the door in S2 that hasnt been opened yet and if he hears nothing, will open it a crack and peek through.

perception: 1d20 + 4 ⇒ (9) + 4 = 13

Human Rogue(Thug/Scout) 1 , hp 11/11, AC 17(T14/FF13) CMD 16, Init +6, Perc +5. F+2/R+6/W+1

Let's just finish S3 first and then check out the other doors, or we can spit the haunted old prison...

Mithias will open the doors in S3 and seeing that he's found the warden's old office he calls the others over and begins to rummage around, looking for anything out of the ordinary or of potential use.

Perception: 1d20 + 5 ⇒ (2) + 5 = 7 Well that was super effective

Male half-elf Summoner (Wild Caller) 5

I thought we had finished in s3 and I figured checking the area near the entrance would be better than going up the stairs

HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

Is there any reason not to Take 20 with Aid from others to max out our possibility? Taking 20 to search a small room takes 2 minutes.

Human Rogue(Thug/Scout) 1 , hp 11/11, AC 17(T14/FF13) CMD 16, Init +6, Perc +5. F+2/R+6/W+1

@Leon: If the DM allows it, let's do that. it's not we're under any threat or time crunch yet.

I know I wrote a post yesterday but I guess I didn't submit it. Grumble, grumble...

My basic message was that you guys don't need to worry about making Perception checks in every room - I'll provide information either directly in the description or in "spoiler" format. I think that saves some posting; is that acceptable?

To make sure we're on the same path, let's say that the group opened all the doors in S2, then went down to investigate the Warden's office. So everyone is in S4 at the moment. I'll post descriptions of other doors off S2 below.

Double Doors (leading to S15): Several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a wall of iron bars. Another set of double doors leads out of the room to the west.

Single door (leading to S16): This long hallway leads to another door twenty feet away.

Human Rogue(Thug/Scout) 1 , hp 11/11, AC 17(T14/FF13) CMD 16, Init +6, Perc +5. F+2/R+6/W+1

@DM: That sounds fine to me. We move to go check out S16.

You move down the hallway to find the door actually remains intact despite the obvious signs of being exposed to the elements.

Several strength checks later...

The door finally opens as the interior door jamb shatters. You push the door out of the way and see a bizarre collection of antique goods and small boxes resting upon wooden shelves that line the room. Several of the items contain tiny tags with labels written in a careful script. At a glance, the tags have what appear to be names and dates.

Perception DC 20:
You notice a cleverly obscured door in the eastern wall behind one of the shelves.

HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

1d20 + 3 ⇒ (7) + 3 = 10

Leon is fairly oblivious at the moment. He peruses the tags trying to make sense out of what they are.

Human Rogue(Thug/Scout) 1 , hp 11/11, AC 17(T14/FF13) CMD 16, Init +6, Perc +5. F+2/R+6/W+1

Perception: 1d20 + 5 ⇒ (1) + 5 = 6 Mithias is vaguely aware that they are in a room.

He goes over to investigate the items and tags.

So is just me or are we down to a party of two these days.

HP 53, AC 22/25, F +9, R +7, W +7, +10 Perception, Punish 1/1

Does seem like that a bit. It's a good thing we're both so perceptive...

Male half-elf Summoner (Wild Caller) 5

perception: 1d20 + 5 ⇒ (17) + 5 = 22

"Hey what's this?" Sethis will walk over and get a better look at the obscured door.

And its a party of three

The tags are just what you see, each one has a name and date on it. Basically, these items were confiscated by the guards when prisoners arrived at Harrowstone.

The obscured door leads into a smaller room, small enough to be a "closet" more than a "room". The walls are reinforced, and the shelves are made of metal, unlike those in the main area.

There are five items on the shelves in this small room, a handaxe, spellbook, smith hammer, flute, and a tangled collection of holy symbols. Each of them also has a tag like the items in the larger storage room.

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