To Wear the Carrion Crown (Group 3) (Inactive)

Game Master Haldhin

Carrion Crown Adventure Path


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Bjorn and Korvus approach the red lines and find markings on the ground near the foundation of the building. The grass and brush has obviously been cleared away for the markings to be placed in this location, and they apparently extend around the entire part of the prison that has not disappeared into the murky pond to the east. The marks appear to be sinuous runes scratched into the ground then then smeared with a thick dark red liquid... likely blood.

Korvus:
From what you can see, these runes appear to be part of a larger ritual that involved both abjuration and necromantic magic.

-----

Nobody sees anything out of the ordinary in the entry hall or first room with the doors.

Thanks Korvus, glad to be back!

I've got Bjorn opening the western door, and Harold opening the northern doors; I'll post descriptions of both with map updates when I get home from work


Male Half-Orc Fighter 1/Rogue 1
Korvus Slade wrote:
"Interesting," Korvus muses, his bestial expression a mixture of scholarly curiosity and horror. "Do you happen to remember the dwarf's name? We should let Sheriff Caeler and Father Grimburrow know, in case a friend or family member is searching for a dwarf who has gone missing in the area."

"I'm sorry, I don't. I was still groggy from my injuries. I'll let you know if anything comes to mind."

Haldhin:
Is Korthul allowed to know what the dwarf's name was? It wasn't mentioned in the message you sent me.

---

After examining the hall, Korthul will get in behind Harold, axe held in one hand, dagger held in the other. "I've got an eye out. Let's move quietly."

Stealth: 1d20 + 8 ⇒ (18) + 8 = 26


Northern Door:
A short hallway leads north with two doors, one leading to a staircase leading up (S10), and another with a staircase leading down (S9). The stairs leading down, however, are blocked by large stone blocks and fallen timbers.

The stairs leading down are completely blocked.

Western Door:
A long hallways contains several small offices (S3). From the folders, files, and papers strewn about the offices, they were obviously used for some kind of administrative function.

There are two larger rooms at the end of the hallway.

Feel free to read the spoiler descriptions below after you enter the rooms. I may have more information depending on where you go and what you do.

Larger Room (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.

Smaller Room (S5):
This space was used as a washroom by the guards. A small chamber to the west was used as a privy.

Korthul:
Sorry, it was Dedric.


Character Sheet

Bjorn searches the larger room briefly and his eyes go wide at the sight of the safe.

After looking the dusty thing over, he looks back at the Orc.

"I don't suppose you know anything about cracking locks?"


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

Outside the Building:

Korvus shakes his head as he studies the dark red runes circling the ruined prison building. "Well, this doesn't look good, gentlemen and lady. Not that any of us expected anything to look good here," the half-orc wizard says, adjusting the pince-nez perched upon his snout as he turns to regard his companions. "These runes appear to be part of a larger ritual that involved both necromantic and abjuration magics. Magics for manipulating the powers of life, death, and unlife, as well as protective magics used to create physical or magical barriers - possibly to bind someone or something. In his journal the Professor indicated that the Whispering Way seemed quite interested in someone who was held in Harrowstone prison. The Professor also wrote about observing strange symbols etched around the foundations of the prison - I assume he meant these very same symbols we're studying now - and that ghosts prevented him from investigating further. This leads me to speculate that perhaps the Whispering Way sought to capture one of the spirits trapped within the ruins. But if that's the case, did they also unleash other trapped spirits to plague the town?"

Inside the Building:

Korvus glances into the smaller room as Bjorn searches the larger room. "A washroom and privy. Likely used by the guards and staff, I would think," he announces. "There may be some useful information contained in the files and papers strewn about these small offices, though."


Character Sheet

Bjorn asked Korvus if he knew anything about opening the safe.

Bjorn grunts and looks around. With only the most minimal interest, he begins collecting the paperwork for later reading.


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}
Bjorn Stonehand wrote:
Bjorn asked Korvus if he knew anything about opening the safe.

Ah! Wasn't sure to which of us you were speaking, since we now have three half-orcs in the group. And don't say you can't tell us apart! :p

Bjorn Stonehand wrote:
"I don't suppose you know anything about cracking locks?"

"I'm afraid such skills are beyond my area of expertise. Now my mother, however, is quite the skilled locksmith," Korvus replies to Bjorn's question.


Character Sheet

I think you're the only one that followed Bjorn so assume anything he says is directed to you. =P

"That's a shame", the big Ulfen says.

How small is the small safe? Could Bjorn carry it around?


Male Half-Orc Fighter 1/Rogue 1

Korthul warily looks up the un-ruined staircase and turns to Harold, saying "I don't think we should go up there right now. Not without bringing the others, at least."

Korthul looks at the other doors in the hallway, quietly putting his ear to them and listening for noise on the other side.

Korthul will listen to the northern double-doors as well as the two western doors.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


Female

"Assuming prisons here are anything like back home we need to get down below the ground in some way. You think there still are cultists around?" She keeps her voice at a low volume while she also checks the northern doors. She walks around with her weapon drawn, but her finger off the trigger.

Perception 1d20 + 8 ⇒ (6) + 8 = 14


Bjorn determines the safe is attached to the floor. Bjorn could probably find a way to remove it if he is really persistent, but it would be very difficult.

Neither Korthul or Asha hear or see anything unusual in their searches.

Just to make things easier and quicker as the group explores the prison, don't worry about making perception checks in all the rooms. If there is something interesting to discover, I'll post a spoiler with something like "Perception DC 20" as the title with the information available for any who make the check.

Feel free to make checks if you're looking for something specific, but you guys don't need to take time for general searching and looking around.


M Half-orc Brawler 1 {HP 12/12; AC16, T12, FF14; F+4 R+4 W+1; Init+2; Perc+5} {Effects: none}

Harold inhales deeply as he tries to take the measure of the place. He opens the doors leading to the stairs that go down, now rubble-strewn and clogged hoplessly up. He shakes his head to Alexei, Korthul and Asha, "No explorin' da bowels ov dis place, at least not what way. And I agree, lets wai' until we're all together befawer 'eadin' up. Nevar know wiv old places if da upper floors 'aven't decayed in spots an' prone ter collapse. Let make sure there are no 'ives ov cultists down 'ere first befawer we end up crashin' down in'er da midst ov 'em." He goes to stand by the double doors leading north as Korthul and Asha check them out for any hidden dangers. He'll give Bjorn and Korvus a couple minutes to catch up before prodding the doors open.

Any obvious signs of struggle here or the fire that supposedly gutted the place?


Not really where you are. It's obvious the place has been abandoned for a long time, but most of the "damage" you can see is from natural decay - for example, the rotting timbers that support the roof have started collapsing. There might be a few small areas where some charred wood is visible, but for the most part, it's just a building that is starting to succumb to the ravages of time and weather.


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

"Let's inform the others of what we've found and see if one of them can open the safe," Korvus says to Bjorn, heading down the hallway to rejoin the other companions.


Character Sheet

Bjorn grunts and follows.


Sadly, everyone is back together again in a single group. Let me know how you want to proceed.


M Half-orc Brawler 1 {HP 12/12; AC16, T12, FF14; F+4 R+4 W+1; Init+2; Perc+5} {Effects: none}

Harold nods as Bjorn and Korvus join the rest of them. He points offhandedly toward the stairs, "Parf down is closed ter us. Up looks clear but could be fallin' apart. We should clear da first floor 'ere befawer pickin' aaahr route up awer down." With the information relayed to Korvus and Bjorn, Harold pushes the north doors open if Korthul gives the okay on it not containing any surprises.

Just pushing the doors open so we can glance into the next room before entering.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25


Character Sheet

Bjorn listens to Harold's report. He points back towards where he and Korvus had just been.

"Before we move forward there's something the rest of you should see. There's a safe in what looks like an office - it's locked up tight though. Any of you know your way around a lock?"

Bjorn will lead whoever can pick the lock to the safe.


For anybody attempting the safe:

Disable Device DC 30:
You find 500 gp and a wooden rack holding potions of cure moderate wounds x4, potions of lesser restoration x3, potions of remove disease x2.


Male Half-Orc Fighter 1/Rogue 1
Bjorn Stonehand wrote:

Bjorn listens to Harold's report. He points back towards where he and Korvus had just been.

"Before we move forward there's something the rest of you should see. There's a safe in what looks like an office - it's locked up tight though. Any of you know your way around a lock?"

Bjorn will lead whoever can pick the lock to the safe.

"Let me take a look at that safe," Korthul says before following the large northman to the office.

After tinkering with the lock with his tools, Korthul shakes his head. "I haven't had much opportunity to work on locks this complex. They tend to be opened with an axe-head rather than lock picks where I come from."

Korthul can't make that DC even on a 20. I needs me some masterwork thieves' tools and a few more ranks.

---

After returning with the group, Korthul nods to Harold, ready to proceed in clearing out the first level of the macabre prison.


Character Sheet

Bummer.

Bjorn grunts in disappointment and rejoins the group.

"Let's keep moving then."


Which direction would you like to explore? Basically, east side (opposite the stairs) or west side (through the doors from S2)?


Character Sheet

East sounds good.


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

East (opposite from the stairs) sounds good.


Male Human (Chelaxian) Oracle of Life 4

I'm down with going east.


Well, I had my directions screwed up, but I get what you mean.

You open the door and find a large space. There are several doors along the outer wall, and two chambers with doors inside this area.

The stone in this area seems relatively intact compared to the rest of the prison, and you do not see any sign of fire or heat in this space. Nature, however, has left her mark. The roof sags in places, and you can easily spot animal spoor along the walls - most likely some kind of vermin. The large webs in the corners of the space also catch your attention... to spin those, the spiders would have to be dedicated, or quite large...

So, inner chamber 1, inner chamber 2, or start opening doors along the outer wall?


Character Sheet

Inner Chamber 1


Male Human (Chelaxian) Oracle of Life 4

Inner Chamber 1 sounds like a good place to start.


Character Sheet

If we were playing face-to-face I'd say 'Do it in written-order'. Heh.


Male Half-Orc Fighter 1/Rogue 1

Inner chamber 1 sounds good to me.


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

Make that a fourth for inner chamber 1.

Korvus and Maximus each keep a sharp eye out for whatever spiders spun such large webs.

Korvus Perception: 1d20 + 6 ⇒ (1) + 6 = 7 - okay, so not so sharp an eye...
Maximus Perception: 1d20 + 6 ⇒ (11) + 6 = 17


Inner Chamber 1 corresponds to S8 on the map

The door to this room has fallen from its hinges. The rectangular chamber beyond seems to have once been a chapel, but now thick sheets of what appear to be cobwebs drape everything within in gossamer threads.

Korvus/Maximus:
You don't see anything out of the ordinary.


Character Sheet

Bjorn glances at the room's interior briefly.

Perception: 1d20 + 1 ⇒ (7) + 1 = 8

"Nothing", the big Ulfen grunts.

Inner Chamber 2!


Male Half-Orc Fighter 1/Rogue 1
Bjorn Stonehand wrote:

Bjorn glances at the room's interior briefly.

Perception: 1d20 + 1d6 - 2d1d20 + 5 ⇒ (17) + (1) - (18, 5) + 5 = 0

Onward!


Everyone okay with continuing to the next room?


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

Sounds good.


M Half-orc Brawler 1 {HP 12/12; AC16, T12, FF14; F+4 R+4 W+1; Init+2; Perc+5} {Effects: none}

That's fine too I guess.


Apologies if my wording implied you should. Don't let me convince you - I was just asking to see if anybody wanted to investigate the room. Harrowstone is very reactive to what you do, so there are going to be consequences for going into the room and for walking by it without investigating. That's true for just about every location in the prison too. You guys just have to decide which option you want to face.

I'll post the next update this evening.


Male Human (Chelaxian) Oracle of Life 4

I'd personally be okay with checking every room, but that might be awfully tedious. So I'll go with what everyone else is okay with.

Perception check 1d20 + 3 ⇒ (19) + 3 = 22


The group moves across the narrow hall into another room. This chamber is in a shambles—old wooden benches lie inruins along the walls, while rusty chains and bits of rotten rope lie scattered on the floor.

Two tables have been set up in the middle of the room more recently, with well-oiled chains hanging off of them. One the south wall, blood is smeared into rough letters forming ... Dedric

Korthul:
This is the room in which you were held. The dwarf was held on the other table, and Gibs wrote his name on the wall.


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

Korvus mutters the words of the cantrip that allows him to see magical auras, and studies the name written in blood on the wall. Cast Detect Magic on the off-chance that there may be some type of aura tied to the bloody writing.


Korvus:
You do not detect any auras.Good idea though, i had to look it up to be sure!


Male Half-Orc Fighter 1/Rogue 1

Korthul appears to be visibly unsettled. "I've no strong desire to be here once again. Best we find what we need and move on."


Male Half-Orc Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

"Interesting. The blood-writing does not possess any magical auras, yet Professor Feramin clearly believed that spelling out his victims' names in blood gave him power over them," Korvus muses aloud.

"'Ere, now. Poor bloke looks like 'e's seen a ghost," the blackbird perched on Korvus' shoulder twitters, pointing a wing toward Korthul. "Grimsley! Best give 'im a swig from yer flask an' put th' wind back in 'is sails!"


Character Sheet

"Suck it up Korthul", the big Ulfen chides. "I've never seen an orc scared of some words on a wall."

Bjorn looks around the room briefly for anything of interest beyond what's already been described.

Perception: 1d20 + 1 ⇒ (12) + 1 = 13


Female

"Oh shush it viking. We'll see if you talk big when it's your name mama's in her blood." Asha had been covering the rear of the group for some time now. Both because she wanted to keep an eye on the next stupid action of the oaf and because she hoped those at the front would trigger the apparitions as her gun seemed powerless against them.


Male Human (Chelaxian) Oracle of Life 4

Alexei sighs as he begins to exit the room, still on guard. "Enough of that. Let's not dawdle, who knows what could be going on in this place while you two bicker like a married couple."


The group continues around the area and enters a stark room containing 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 branding irons.

Perception DC 15:
You notice the rising smell of burning flesh as you look into this room

Perception DC 29:
Several large spiders have emerged from the room full of webs and are currently stalking the party. They are twenty feet away and look ready to attack!

In addition to any other actions, would everyone please give me a Perception check and an Initiative roll in their next post? Thanks!


M Half-orc Brawler 1 {HP 12/12; AC16, T12, FF14; F+4 R+4 W+1; Init+2; Perc+5} {Effects: none}

Harold grunts at Korvus' bird as he fishes into his jacket for his lucky flask. The silver container is finally found as the half-orc pulls it out before unscrewing the top and holding it toward Korthul, "It's brandy. Might take da edge off. Not everyday yew are faced wiv yaaahr own mortali'y in such a brutal an' 'elpless fashion. They say da worst part ov 'avin' yaaahr 'ead on da block is da waiting. The axe only breaks da flesh, da waitin' breaks da spirit."

Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Initiative: 1d20 + 2 ⇒ (1) + 2 = 3


Male Human (Chelaxian) Oracle of Life 4

Perception check 1d20 + 3 ⇒ (10) + 3 = 13
Initiative roll 1d20 + 7 ⇒ (12) + 7 = 19

Entering the next room, Alexei doesn't notice anything of importance, though he sticks close to his other comrades.

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