Carrion Crown Blues: Broken Moon

Game Master Kartari


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Male Varisian Inquisitor 8 (AC 23/15Tch/19FF, 23 CMD/19FF, HP 62/62, Fort +9, Ref +7, Will +10, Init +7, Per +14)
Skills:
Climb +5, Heal +10, Intimidate +11, K(Arcana) +8*, K(Dungeon) +7*, K(Nature) +8*, K(Planes) +5*, K(Religion) + 12*, Perception +14, Ride +7, Sense Motive +18, Spellcraft +9, Stealth + 14, Survival +10*, Swim +5

K(Nature) vs dc 13: 1d20 + 7 ⇒ (5) + 7 = 12 +6 if Monster Lore applies
K(Nature) vs dc 15: 1d20 + 7 ⇒ (9) + 7 = 16 +6 if Monster Lore applies

If you can let me know if it does/doesn't apply Kartari, I can add more. Generally I think if it's in the bestiary my bonus applies.

Scowling through the door, Christoph shakes his head, "Yea, it wouldn't surprise me that's there worse growing in there that we can't see. As for burning them, I don't have any alchemist's fire prepared and making it would take too long. Never mind that my portable lab is back with Jitters."

He mulls over the options before then a moment before opining, "I'd say let's check the other doors first. Honestly if we can avoid any other dangers that'd be preferable. We have bigger monsters to tackle."


Male NG Half-Elf Bard (Arcane Duelist) 7
Spells per Day:
1st: 4/5 | 2nd: 2/4 | 3rd: 1/2 | AB: 1/1
Stats:
HP: 59/59 | AC: 22 (Touch: 16, Flat: 16) | CMD: 21 (Flat: 15) | Fort: +5 Ref: +11 Will: +7* | Init: +7 | Perception: +11 L;D 60'

Istivan nods, "Ah, I thought the scratching was important, that we were going into areas you didn't go last" he pauses, rubbing at an ear, "So... which door next?"


Female Human Oracle of Pharasma 8; 59/59 HP; AC:13 [19] Touch 13 FF 10 [16]; F +8 R +6 W +12 (+16 fear); Init +2; Perception +8 (+12 undead/ can perceive ethereal undead)

"The bigger monsters are likely to be found on the path less traveled no?"


Game Master -- Carrion Crown (Current Map)

Speaking of alchemical items, as mentioned earlier there are some small shelves near the current NW door with a pair of flasks and a pair of vials.

Craft (alchemy) vs DC 15:
You identify the contents of the two vials to be alchemically preserved basilisk blood.

If you beat the knowledge check to identify the basilisk earlier on, you also know that each vial of fresh basilisk's blood (and these would be considered fresh) can be applied to a person petrified by its gaze to fully restore them.

If you cast detect magic, you may make two Spellcraft checks if trained.

Spellcraft vs DC 18:
One of the flasks contains a potion of displacement.

Spellcraft vs DC 18:
One of the flasks contains a potion of gaseous form.


Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

"Oh, like, just Zel, Naught and I were here before," Aliseya chimes in, in response to Istivan. "Unfortunately..."

"We didn't explore the whole place, though. We found this hall from that door," she points to the southwest door, "and made our way to the Count's main tower there," she points to the eastern door.

"I mean, if we go that way," she points at the east door again, the sound of light wrist jewels jingling each time she points, "I think there's a final bridge leading to the other shore, and we can probably make our way to the trail Judge Daramid..." she chokes up a bit, "told us about. But, like, those poor horses!" She reminds the group that their several horses are still at the entry foyer to this place. "I think we should, like, find Count Creepo and see if there's another way to cross, and with our horses."

"But, like... who knows where he is..." Shrugging, she looks around at the others to decide which way to go next.


Female Human Oracle of Pharasma 8; 59/59 HP; AC:13 [19] Touch 13 FF 10 [16]; F +8 R +6 W +12 (+16 fear); Init +2; Perception +8 (+12 undead/ can perceive ethereal undead)

Detect Magic

Spellcraft: 1d20 + 5 ⇒ (8) + 5 = 13
Spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15


Male NG Half-Elf Bard (Arcane Duelist) 7
Spells per Day:
1st: 4/5 | 2nd: 2/4 | 3rd: 1/2 | AB: 1/1
Stats:
HP: 59/59 | AC: 22 (Touch: 16, Flat: 16) | CMD: 21 (Flat: 15) | Fort: +5 Ref: +11 Will: +7* | Init: +7 | Perception: +11 L;D 60'

Detect Magic

Spellcraft: 1d20 + 12 ⇒ (18) + 12 = 30

Spellcraft: 1d20 + 12 ⇒ (1) + 12 = 13


Game Master -- Carrion Crown (Current Map)

So, there are four directions to go from here (besides back the way you came).

1. You could head for the Count's main tower by using the eastern door. You've learned this would lead to a final bridge that can take you across the great river, where you can find the trail that leads to the Shudderwood.

2. You could continue into the fungal-infested northwest chamber. There's an unexplored door inside.

3. You could check out the southwest door. Ali said she, Zelda, and Naught went through that chamber the last time they were here.

4. You could enter the chamber with the strange, black mass on the ceiling by entering the northeastern door. There's another unexplored door inside this chamber as well, and a scratching noise was heard coming from that door's location.

Which way would you like to go?

P.S. Aliseya also wondered about finding the Count, who could be anywhere. To ask him if he knows of a safer way to cross the river, preferably to take your horses with you. Otherwise, you're either leaving them here (to become fodder for more experiments, you imagine...) or going back to get them and chance his rather unsafe bridges with them.


Male NG Half-Elf Bard (Arcane Duelist) 7
Spells per Day:
1st: 4/5 | 2nd: 2/4 | 3rd: 1/2 | AB: 1/1
Stats:
HP: 59/59 | AC: 22 (Touch: 16, Flat: 16) | CMD: 21 (Flat: 15) | Fort: +5 Ref: +11 Will: +7* | Init: +7 | Perception: +11 L;D 60'

Istivan inspects the flasks, pointing to the one and saying, "Hrm, this seems to hold a Displacement potion, while that one..." he finishes with a shrug.


Male NG Half-Elf Bard (Arcane Duelist) 7
Spells per Day:
1st: 4/5 | 2nd: 2/4 | 3rd: 1/2 | AB: 1/1
Stats:
HP: 59/59 | AC: 22 (Touch: 16, Flat: 16) | CMD: 21 (Flat: 15) | Fort: +5 Ref: +11 Will: +7* | Init: +7 | Perception: +11 L;D 60'

"I don't have a horse, so I would lean towards moving on towards the exit."

He smiles, "However I fully support looking for a way to bring your mounts along"

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

I think we should find the count. If nothing else just to make sure he is ok. I am sure he will know a way across for our horses.


Female Human Oracle of Pharasma 8; 59/59 HP; AC:13 [19] Touch 13 FF 10 [16]; F +8 R +6 W +12 (+16 fear); Init +2; Perception +8 (+12 undead/ can perceive ethereal undead)

"I would like to find him myself, though his safety might not be my top concern." Rhia says a bit seriously.


Male NG Half-Elf Bard (Arcane Duelist) 7
Spells per Day:
1st: 4/5 | 2nd: 2/4 | 3rd: 1/2 | AB: 1/1
Stats:
HP: 59/59 | AC: 22 (Touch: 16, Flat: 16) | CMD: 21 (Flat: 15) | Fort: +5 Ref: +11 Will: +7* | Init: +7 | Perception: +11 L;D 60'

Istivan walks towards the eastern door, casting Open/Close to attempt to open it from a distance.

If the door doesn't open to the spell, he'll try the handle when he gets there. If it opens at all, he moves into the next room


Male Varisian Inquisitor 8 (AC 23/15Tch/19FF, 23 CMD/19FF, HP 62/62, Fort +9, Ref +7, Will +10, Init +7, Per +14)
Skills:
Climb +5, Heal +10, Intimidate +11, K(Arcana) +8*, K(Dungeon) +7*, K(Nature) +8*, K(Planes) +5*, K(Religion) + 12*, Perception +14, Ride +7, Sense Motive +18, Spellcraft +9, Stealth + 14, Survival +10*, Swim +5

Been a busy couple weeks, sorry for going AWOL.

C(Alchemy) vs combined monster check: 1d20 + 10 ⇒ (19) + 10 = 29
C(Alchemy) vs dc 15: 1d20 + 10 ⇒ (16) + 10 = 26
Spellcraft vs unidentified dc 18: 1d20 + 9 ⇒ (7) + 9 = 16

"Basilisk blood? Of course..." Taking a moment, Christoph casts his own spell and studies the flask. After a moment, he shrugs, "I'm afraid I haven't seen something quite like this."

"I'd suggest we don't try that fungus infested room unless we must. It's finally returned to me that the other slimy looking one is violet fungi. It can move and it releases a particularly awful poison that can rot flesh it touches. If we can burn it from a distance, that's a possibility. The other one, basidrond, that Rhia identified has a hallucinogen and can cause a nasty disease if you breath it in."

Looking from one to another option, he opines, "I don't care to leave Jitters here nor the rest of my equipment. I'd say the count's tower is our best bet if the ascent isn't too perilous. Otherwise we could try that black goo. Maybe try and knock it free?"

Prefer 1, but 4 is a good backup.


Spells Per Day Remaining:
1--4/4
Spells Active:
AC 26 T 15 FF 24 | Current HP 63/63| F +12 R +8 W +8 (+4 sacred vs confuse/fascinate, wisdom damage/drain) Immune: Fear, Disease | Init +3| Perc +2

Sookie nods her agreement. "As much as I detest the dotard's bridges, I rather like the idea of getting on with it even more."


Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

Ali nods her agreement as well.

"Are you... alright?" she asks Naught, who has been rather quiet. Looking through the closed southwest door where she and Zelda found her, locked in a hanging cage, surrounded by vargouilles, she gives her a comforting embrace.

"Cum... ai ajuns acolo?" she gently asks her, rhetorically perhaps.

Speak Varisian:
"How... did you end up in there?" she gently asks Naught, rhetorically perhaps.


Game Master -- Carrion Crown (Current Map)

Schloss Caromarc (Late Evening)
N/PCs: Aliseya, Christoph, Istivan, Naught, Rhia, Sookie, and Zelda.

The eastern door opens with Istivan's magical gesture.

The night sky greets you beyond. You see a grand stone bridge in the moonlight, some fifty feet across, arching over the gorge below. As you approach the doorway towards the bridge, you see it leads to a great stone tower perched atop a sheer stack of rock above the river. The tower climbs to an elaborate iron steeple, from which a huge lightning conductor calls out to the skies. The distant sound of the falls further downstream become more audible near the doorway, the calmer waters below this bridge flowing towards them.

The bridge is about three feet wide and, in character with Caromarc's bridges, has no handrails. But this bridge is neither icy nor does it appear to be otherwise dangerous.

Greeting you at the opposite side of the bridge, you find twin stout doors of iron.

If you choose to cross the bridge at half speed, you may cross the bridge safely (without checks). If you wish to attempt to cross it at full speed, please make a DC 10 Acrobatics check.

You are now crossing the bridge marked K11 on the map; the great stone and iron tower sits at the eastern end of the bridge.


Male NG Half-Elf Bard (Arcane Duelist) 7
Spells per Day:
1st: 4/5 | 2nd: 2/4 | 3rd: 1/2 | AB: 1/1
Stats:
HP: 59/59 | AC: 22 (Touch: 16, Flat: 16) | CMD: 21 (Flat: 15) | Fort: +5 Ref: +11 Will: +7* | Init: +7 | Perception: +11 L;D 60'

Istivan nods, "Right, if nothing in the tower, we can try to knock that thing loose" he says to Cristoph. Moving slowly and steadily, he sets off across the bridge to the tower.


Male NG Half-Elf Bard (Arcane Duelist) 7
Spells per Day:
1st: 4/5 | 2nd: 2/4 | 3rd: 1/2 | AB: 1/1
Stats:
HP: 59/59 | AC: 22 (Touch: 16, Flat: 16) | CMD: 21 (Flat: 15) | Fort: +5 Ref: +11 Will: +7* | Init: +7 | Perception: +11 L;D 60'

Istivan faces the great doors, casting a spell and inspecting for magic. If he finds none, he will try the handles to see if they are locked, if not, he will cautiously open them a crack.


Game Master -- Carrion Crown (Current Map)

Schloss Caromarc (Late Evening)
N/PCs: Aliseya, Christoph, Istivan, Naught, Rhia, Sookie, and Zelda.

Istivan finds no magical auras upon the doors. However, he does spot a faint glimmer on the door's surface in the dim moon's light. Upon closer examination, the substance appears to be a finely pulverized dust of gold.

With a moderate push, he pushes one door a crack. Peering inside, Istivan makes out a curving stone staircase that winds along the wall of this circular chamber, up to a trapdoor in the ceiling some thirty feet above. The room is in chaos, with books, alchemical equipment, and curiously twisted metal everywhere. A huge, broken cage stands in the center of the room, its bars bent and door smashed open.

And a vaguely humanoid creature flutters about inside. It's about the size of a cat, but looks more like a toothy, winged devil. It carries a silver spoon in one hand, and has a stump where one of its legs must have once been. It uses the spoon as a crutch upon landing atop the cage to have a look around at the mess.

Suddenly, it freezes in place. Slowly, it turns its head to gaze at the cracked-open door. After reaching into a very tiny waist pocket, it then disappears.

Knowledge (arcana) vs DC 20:
You recall to mind that a pound of gold dust is used in the casting of arcane lock.

Knowledge (arcana) vs DC 16:
You believe the tiny humanoid creature to be a homunculus: a miniature servant created by a spellcaster from his own blood. They are weak combatants but make effective spies, messengers, and scouts. A homunculus’s creator determines its precise features; some are more refined looking, but most creators don’t bother to improve the creature’s appearance beyond the minimum necessary for functioning. In this case, the latter appears to be true.

If you beat this check by at least 10 (DC 26), you more or less know what you can read here.

Secret GM Stuff:
Secret Roll: 1d20 + 3 ⇒ (20) + 3 = 23

You are now inside the tower in room L1 on the map.

Grand Lodge

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Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

Zelda slides across the bridge quickly joining Istivan. Peering over his shoulder to see what he is looking at.
with a climb of 12 to begin with i should have no trouble crossing the bridge


Male NG Half-Elf Bard (Arcane Duelist) 7
Spells per Day:
1st: 4/5 | 2nd: 2/4 | 3rd: 1/2 | AB: 1/1
Stats:
HP: 59/59 | AC: 22 (Touch: 16, Flat: 16) | CMD: 21 (Flat: 15) | Fort: +5 Ref: +11 Will: +7* | Init: +7 | Perception: +11 L;D 60'

Istivan opens the door the rest of the way and steps inside to the side, making room for others to come in behind him.

Knowledge Arcana: 1d20 + 12 ⇒ (16) + 12 = 28
Knowledge Arcana: 1d20 + 12 ⇒ (20) + 12 = 32

Hrm, someone had magically sealed that door at some point

"There was a homunculus in here. If it is still here and belongs to the count, he will hear and see what it sees."

Istivan covers his eyes briefly chanting, then lowers his hand

See Invisibility


Game Master -- Carrion Crown (Current Map)

Schloss Caromarc (Late Evening)
N/PCs: Aliseya, Christoph, Istivan, Naught, Rhia, Sookie, and Zelda.

As Istivan begins to examine the doors of the final tower, Zelda swiftly crosses the narrow bridge after him next. The sure-footed snoop peers over his shoulder. She's just in time to see something blink out of sight, though she couldn't quite make out what it looked like, other than being pretty small.

After the intriguing arcanist opens his eyes, Istivan (and he alone) now spots the crippled homunculus once again. The translucent manikin flies to a tiny alcove under the stairs. After landing, it peers back at him, Zelda, and any others who are next to peer in and enter.

Istivan sees it and need not make a check. But everyone else (unless you can also cast see invisibility) can make a Perception check.

Perception vs DC 22:
You hear the faint flittering of what sounds like tiny wings up and ahead of you, coming to a halt somewhere across the room by the stairs.

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

perception: 1d20 + 10 ⇒ (14) + 10 = 24


Female Human Oracle of Pharasma 8; 59/59 HP; AC:13 [19] Touch 13 FF 10 [16]; F +8 R +6 W +12 (+16 fear); Init +2; Perception +8 (+12 undead/ can perceive ethereal undead)

Knowledge Arcana: 1d20 + 7 ⇒ (16) + 7 = 23
Knowledge Arcana: 1d20 + 7 ⇒ (18) + 7 = 25

"Ah, a homunculus...the quintessential arcane assistant....who seems to have just...vanished!" Rhia says in surprise


Game Master -- Carrion Crown (Current Map)

At the mention of a homunculus, Rhia gets the feeling she's met this creature before. She did not fully recognize what it was then. But Rhia now makes the connection with the devilish creature she'd met earlier this day, when she met the Count. It sounds like the very same creature which handed her the drink at the Count's behest. The "drink" which apparently caused her to pass out...


Male NG Half-Elf Bard (Arcane Duelist) 7
Spells per Day:
1st: 4/5 | 2nd: 2/4 | 3rd: 1/2 | AB: 1/1
Stats:
HP: 59/59 | AC: 22 (Touch: 16, Flat: 16) | CMD: 21 (Flat: 15) | Fort: +5 Ref: +11 Will: +7* | Init: +7 | Perception: +11 L;D 60'

Istivan says, "Look here count, we mean you no harm. Just trying to find a way to bring mounts across the river here. I think some of these companions you know" he gestures behind him "And they wished to check in on you as well." There, that's a peaceful enough message he thinks, with some satisfaction.

Diplomacy: 1d20 + 13 ⇒ (13) + 13 = 26


Male Varisian Inquisitor 8 (AC 23/15Tch/19FF, 23 CMD/19FF, HP 62/62, Fort +9, Ref +7, Will +10, Init +7, Per +14)
Skills:
Climb +5, Heal +10, Intimidate +11, K(Arcana) +8*, K(Dungeon) +7*, K(Nature) +8*, K(Planes) +5*, K(Religion) + 12*, Perception +14, Ride +7, Sense Motive +18, Spellcraft +9, Stealth + 14, Survival +10*, Swim +5

K(Arcana): 1d20 + 7 ⇒ (9) + 7 = 16 +6 monster lore
K(Arcana): 1d20 + 7 ⇒ (14) + 7 = 21 +6 monster lore

Edit: So I should know the extra about the homunculus. Not sure about the other.

With his armor and myriad weapons, Christoph opts to take the more cautious route and makes his methodical approach to the new door. Entering with the others, he has only the briefest glimpse of the diminutive figure before it disappears. Eyes narrowing, he adds to the others observations, "Be wary. It's bite is poisonous and it's quick in the air. It might also be reporting to someone without us hearing."

Never great to see one of those about. Only a potent mage could manage to make one.

Perception: 1d20 + 13 ⇒ (11) + 13 = 24

The faint sound reaches the sensitive ears of the Voice and his eyes pivot to its source in a brief flicker. He returns to his source of the room and waits for further indication that the little creature has moved further. As a hunter of monsters, not a diplomat, he waits silently to see the results of Istivan's attempt.


Game Master -- Carrion Crown (Current Map)

Schloss Caromarc (Late Evening)
N/PCs: Aliseya, Christoph, Istivan, Naught, Rhia, Sookie, and Zelda.

For a long moment, nothing seems to happen. Even Istivan's special sight enables him to merely see the winged creature take on a pensive expression.

Eventually, the peacemaker's words seem to have an effect after all. Istivan alone sees the homunculus remove something from its little hand - a tiny ring. As it does so, everyone now sees the devilish winged creature appear once again from across the room, placing something into its tiny pocket.

With hand gestures, the homunculus urges the companions to follow it. It takes flight again, and heads for the stairs...

...halting to hover midway, it turns to look back at the companions. Its tiny, beady, charcoal eyes seem to stare for a moment in recognition at Zelda first, and then at Rhia. The creature... sighs. Retrieving a drawing pad and an inkpen, it begins to jot something down quickly.

Giving the entire group one more cautious scan, it flies slowly forward, and hands Rhia the tiny written note.

As she has a look at the note, the homunculus nods at her, nods at Zelda, and then darts up the stairs, opens the hatch in the ceiling, and flies up into the second story.

Rhia:
The homunculus's little scribbled note is written in Common and reads:

"Sorry about earlier. Between us, Master's getting more forgetful these days. Mixed up some of his potions and drinks again. Very concerning. I fear the day I find him having a drink of aqua regia. Anyway, I trust you're feeling better.
- Waxwood"

Christoph - Right, your monster lore bonus would apply to the second arcana check (about the homunculus), but not the first.


Spells Per Day Remaining:
1--4/4
Spells Active:
AC 26 T 15 FF 24 | Current HP 63/63| F +12 R +8 W +8 (+4 sacred vs confuse/fascinate, wisdom damage/drain) Immune: Fear, Disease | Init +3| Perc +2

Meanwhile, Aliseya and Naught accompanied Sookie along the bridge, keeping a slow pace with her. You know. Just in case...

As they reach the doors behind the others:

"...no need for all this fuss, really..."

"Please, I'm quite fine. Thank you."

Peering inside, longspear at the ready, "So what do we have in here? A giant cockroach with bat's wings? Or a slimy fish-frog with three heads and a slithering serpent's tail for good measure?"


Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

"Ew!"

Aliseya shivers at Sookie's imagination, appearing to control the urge to vomit.

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

Zelda gives Sookie a sideways glance. " Ok this is a creature that willl lead us to rhe count. Shall we go?

With a quick glance behind her Zelda heads up the stairs.


Female Human Oracle of Pharasma 8; 59/59 HP; AC:13 [19] Touch 13 FF 10 [16]; F +8 R +6 W +12 (+16 fear); Init +2; Perception +8 (+12 undead/ can perceive ethereal undead)

Rhia frowns as she reads the note, some of the sudden anger that appeared on her face shifting to skepticism. "I've met it before as well...handed me a drink that turned out to be the last thing I remember before you all found me." she says with a dark expression. "It claims that it was an accident, involving a potion mix-up."


Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

Aliseya peers around the room as she enters.

"Yeah Zel..."

She nods to Zelda absent-mindedly, while staring at a certain place on the floor of the room. A tear comes to her eye...

Blinking, her attention shifts to Rhia. "Huh. Well, I can't say it's not believable, actually. The Count was pretty wacky in the head when we met him the other night. I mean, he was, like, tortured and all by the Way for days before we found him. But I sensed that wasn't it for him: I think he's been losing his marbles for a while now. He couldn't really stay totally focused while answering our questions. He'd start new trains of thought mid-sentence sometimes. I know we, like, speak with spirits that others can't see and all. But, a few times, he'd randomly start yelling at someone who really really wasn't there..." She make a "he's nuts" hand gesture here, "And then he just fell asleep on us."

Zelda and Naught:
Though the blood stains have now been cleaned and the body taken away, Zelda and Naught both recollect the spot in this room they see Ali staring at... the spot where their friend and companion Govannon fell to the floor after being slain by Caromarc's atrocious four-armed flesh-ripping beast. They later learned from Caromarc that the Way had purposely released the beast from the cage Caromarc had kept it in.


Spells Per Day Remaining:
1--4/4
Spells Active:
AC 26 T 15 FF 24 | Current HP 63/63| F +12 R +8 W +8 (+4 sacred vs confuse/fascinate, wisdom damage/drain) Immune: Fear, Disease | Init +3| Perc +2

Peering around at the room, Sookie is pleased to not have to deal with yet another of the Count's creations.

But, something's missing here...

"I wonder what was in there." She points to the large, battered and empty cage in the middle of the room.


Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

Ali just turns to look at Zelda and Naught, shaking her head.

"We won't need to deal with it any more..." is all she can muster. More tears stream down her face now. She wipes her eyes, and seems ready to move on.


Male NG Half-Elf Bard (Arcane Duelist) 7
Spells per Day:
1st: 4/5 | 2nd: 2/4 | 3rd: 1/2 | AB: 1/1
Stats:
HP: 59/59 | AC: 22 (Touch: 16, Flat: 16) | CMD: 21 (Flat: 15) | Fort: +5 Ref: +11 Will: +7* | Init: +7 | Perception: +11 L;D 60'

Picking up on the fact that the memories of this place were unsettling, Istivan decided moving forward would be better than lingering, nodding at Zelda, he says "Certainly seems to be our best lead at the moment." before following her up the stairs.


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12
Aliseya Belododia wrote:

Ali nods her agreement as well.

"Are you... alright?" she asks Naught, who has been rather quiet. Looking through the closed southwest door where she and Zelda found her, locked in a hanging cage, surrounded by vargouilles, she gives her a comforting embrace.

"Cum... ai ajuns acolo?" she gently asks her, rhetorically perhaps.

** spoiler omitted **

The welcome hug breaks the storyteller out of her morbid reverie, but only after she had reflexively returned the hug. "Hmm? Oh, sorry, got lost in my thoughts, how I got here and... what all happened here."

Naught tilts her head at the second question, slightly smiling as she hears Aliseya speak in her original tongue. Putting genuine though into her memories she begins "I don't really know, I remember way back then I, well, when we're escaping that place I fell through the path we were talking, or it led me through a different door, but I ended up being in that world and this one, seeing so many things, waking and dreaming it all blurring together. All the while I heard a song I hadn't in awhile, though it was warped, I was trying my best to listen, but nothing made sense... and then I suddenly came to, two sets of thoughts shoved back into one body, no longer separate, no longer dreaming when I got tossed in that cage."

She switches from her daydreaming to alert as they make their way across the bridge and the nightmare it led to. Upon entering Naught ignores another of the tiny fleshcrafted creatures as her eyes go to where Ali's does. "Be on your guard, everyone. I don't want to lose any more friends." is all she can hoarsely force herself to say.

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

Zelda continues us the stairs refusing to look back. Hiding her tears from everyone. Lets go. There is no reason to remain here any longer than qe have to.

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

Zelda continues up the stairs hiding her tears from the others. Lers go. There is no reason to remain in this room.


Male Varisian Inquisitor 8 (AC 23/15Tch/19FF, 23 CMD/19FF, HP 62/62, Fort +9, Ref +7, Will +10, Init +7, Per +14)
Skills:
Climb +5, Heal +10, Intimidate +11, K(Arcana) +8*, K(Dungeon) +7*, K(Nature) +8*, K(Planes) +5*, K(Religion) + 12*, Perception +14, Ride +7, Sense Motive +18, Spellcraft +9, Stealth + 14, Survival +10*, Swim +5

Christoph is suspicious of the little creature as it reappears. His instinctive reaction is not helped by the news of the possible potion mix-up. Seeing the others leaving, and seeing the room is particularly distressing to them, he nods in agreement and says, "Yes, upwards. Let's see this count."


Game Master -- Carrion Crown (Current Map)

Schloss Caromarc (Late Evening)
N/PCs: Aliseya, Christoph, Istivan, Naught, Rhia, Sookie, and Zelda.

The companions ascend the spiral stone stairs, following Waxwood the homunculus up through the trapdoor in the ceiling to the tower's second story. The stone staircase continues to curve around the wall this circular room, leading to another ceiling trapdoor.

This room is choked with webs. A path has been cut through them along the stairs.

The small winged creature continues to fly upwards around the stairs, entering the next trapdoor to the third story above.

You are now in room L2 on the map.

Everyone, please make a Perception check.

Perception vs DC 25:
You discover a number of faint chalk marks on the east wall of the room. Though they were apparently wiped clean, enough traces still remain that studying it further might reveal what was written.

If you succeeded on the Perception check, you may make a second skill check of your choice. You may take two minutes to take 20 on this check.

Linguistics or Perception vs DC 35:
Enough traces of the wiped scribbles on the wall are enough to reveal parts of arcane calculations and notations, along with a crude chalk diagram. It depicts an iron spire atop a tower, with two strange apparatuses at its pinnacle. An arrow points to the larger of the two devices, next to the words “The Storm Caller must be activated to energize the Bondslave Thrall.”


HP: 60/64 Rage: 17/17 | AC/T/FF/CMD 17/12/15/22 | Fort/Ref/Will 6/4/6| Init: +2
Skills:
Perception +12

Perception: 1d20 + 12 ⇒ (13) + 12 = 25

Naught cautiously follows the homunculus up with the others, trying her best to keep n eye out for anything that would like to murder anyone to follow such a creature into what is most likely a trap.

"Hey, wait," she says immediately on getting distracted. "I think something was written with chalk here." she adds as she wanders over to the eastern wall.

Grand Lodge

Female Human Rogue 8
Stats:
Trap sense=17| HtPt 52/52 ! NG | AC=21*, T=16, FF+16*| CMB=9, CMD = 25| F=+4, R=+11*, W=+2 | Init +9| Perc= 11|Rapier +13, +7 1d6+4 /15-20X2 | Sword +12,1d6+2/19-20X2 | Short Bow +11,+4/ 1d6/20X3

Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Zelda stops her accent. "What writing?


Game Master -- Carrion Crown (Current Map)

LOL. As Naught spotted it and (presumably) points it out, everyone can view the first Perception spoiler (DC 25) in my previous post. Everyone can also simply make the second skill check (your choice of Linguistics or Perception), if it's possible for you to beat.


Changeling Psychic Searcher (Oracle) 7 / Spirit Channeler (Psychic) 1 -- HP 50/50 | AC 19 | T 13 | FF 17 | CMD 18 | FCMD 16 | Fort +3 | Ref +4 | Will +9* | Init +2 | Perc +10D
Daily Abilities:
FaithHeal 1/1 | Harrow 0/1 | Hypnotism 1/1 | Inspire 8/8 | Phrenology 1/1 | Prognosticate 1/1 | Prophet 1/1 | Psychometry 1/1 | ReadAura 1/1* | Undead 8/8 | Voice 7/7 | Spells 1[1+9/9] - 2[2+8/8] - 2[1+6/6]

Aliseya follows Naught's finger-pointing and, after several seconds...

"Oh... yeah. Good eye."

She squints at the faint markings, but clearly has no idea what it could mean. She'll steps away from the markings for anyone else to try.


Male NG Half-Elf Bard (Arcane Duelist) 7
Spells per Day:
1st: 4/5 | 2nd: 2/4 | 3rd: 1/2 | AB: 1/1
Stats:
HP: 59/59 | AC: 22 (Touch: 16, Flat: 16) | CMD: 21 (Flat: 15) | Fort: +5 Ref: +11 Will: +7* | Init: +7 | Perception: +11 L;D 60'

"Hrm, indeed, sharp eyes. As to what it means... I'm at a loss." Istivan admits with a shrug.

Istivan gestures for a moment

Read Magic

Then studies the writing anew.


Male Varisian Inquisitor 8 (AC 23/15Tch/19FF, 23 CMD/19FF, HP 62/62, Fort +9, Ref +7, Will +10, Init +7, Per +14)
Skills:
Climb +5, Heal +10, Intimidate +11, K(Arcana) +8*, K(Dungeon) +7*, K(Nature) +8*, K(Planes) +5*, K(Religion) + 12*, Perception +14, Ride +7, Sense Motive +18, Spellcraft +9, Stealth + 14, Survival +10*, Swim +5

Perception: 1d20 + 13 ⇒ (13) + 13 = 26

Christoph spots the script a moment later then Naught as he performs his duty as rearguard. He lingers a moment, trying to make sense of it, before shrugging and sourly opines, "Insane ramblings or a formula for one of the monstrosities we encountered, probably."

I can beat it w/ an Aid for +2 (total 20 + 13 + 2 = 35) if that's allowed while taking 20.


Game Master -- Carrion Crown (Current Map)

I'll allow it. Given that I think three other party members have Perception modifiers greater than +10 (and can auto-beat the DC 10 aid check), Christoph may assume he has at least a +2 from one or more of the others and can take 20 to reveal the DC 35 spoiler.

Istivan Only:
After gesturing at the scribbles, some but not all traces of the wiped chalk scribbles on the wall begin to glow for your eyes only. It's enough to reveal parts of arcane calculations and notations, though the markings are too faint to discern precisely what.

The remaining markings that do not glow for you appear too incomprehensible to discern. Without help...


Female Human Oracle of Pharasma 8; 59/59 HP; AC:13 [19] Touch 13 FF 10 [16]; F +8 R +6 W +12 (+16 fear); Init +2; Perception +8 (+12 undead/ can perceive ethereal undead)

Even on a Nat 20 I can't hit that Linguistics check

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