Carrion Crown PbP - private (Inactive)

Game Master Vasari

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Ravengro
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Grand Lodge

Attempting to start a new gameplay thread.

Grand Lodge

Kendra joins you for a late breakfast and mentions some vagrant painted a bloody "V" at the base of the Harrowstone Memorial, location O on map Ravengro.

nDevere's sent a general list of items found in the false crypt with Acolyte Lamb although there are several magical items that could be identified with Spellcraft.

Windom looks more tired and weary than normal. Dark circles appear under his eyes and the faint smell of wine is on his breath.

Zavar expressed interest in checking at the Unfurling Scroll. There is more research to be completed on three of the five prisoners and it also has a library.

What would you like to do on your third day in Ravengro?

Harrowstone Memorial knowledge local DC 15:
Other than the looming ruins of Harrowstone on a nearby hill, Ravengro’s most distinctive landmark is a 25-foot-tall, moss-covered stone statue that overlooks the river. The statue depicts a proud, muscular human man dressed in leathers and wielding a truncheon—a depiction of Warden Hawkran. A total of 25 names—the guards who died in the fire of 4661, as well as the warden’s wife, Vesorianna— are chiseled into the statue’s stone base. The memorial is a popular meeting spot for late-night trysts among Ravengro’s young lovers, for it has just the right mix of tragic romance and spooky ambience without actually being on Harrowstone’s supposedly haunted grounds.

Unfurling Scroll, location L:
When their parents can afford to spare them from the farms, a few “lucky” children are sent to study under Alendru Ghoroven, a retired old man wizard-turned-teacher. Alendru teaches reading, history, and math, as well as beginning magical theory. He seeks to elevate “the commoners,” though few of his pupils enjoy the strictness of his classes.

In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created. He offers many 1st- through 3rd-level scrolls for sale. Along with a fair number of low-priced magic items. A wand of cat’s grace (13 charges) and a wand of slow (6 charges) are two of his current highest-priced offerings.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Good morning everyone. I will be returning back to the temple to do more research if anyone wishes to accompany me.

Spoiler:

Windom will follow through with that previous post of contacting father Grim and giving him report. Also showing up with sweet bread and beer. He will openly inquire about the last five prisoners at the temple and see what he can learn.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasven Hammers feeling bad about the keg of ale he finished, goes out to to buy more. Along the way he chats up the locals as he goes along.
Knowledge (local) 1d20 + 2 ⇒ (6) + 2 = 8

"Windom I'll be along once I have restocked the house on more ale."


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

"I will accompany you Windom."

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Zavar will head to the Unfurling Scroll to see what he can find out about the other prisoners.

Grand Lodge

Knowledge History or Local DC 25. Temple library grants +4 bonus on prisoners. Go ahead and roll. Each successful attempt reduces time by 1 hr, so 6 hrs currently. You may each attempt one different prisoner per day. Three remaining.

Thanks to your good deeds around town, you have enough trust to use the Unfurling Scroll's library without requiring payment or diplomacy.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

nDevere will push through the day after her graveyard shift, considering to act to be a test of endurance (and camaraderie with Windom in his current state).
At the temple...
Mornings blessing Father, my apologies for taking these items with us last night. As you can see by the list I gave to Master Lamb we have returned with all the contents. Would it be too much an ask to know what items are unaccounted for? It will be easier to know the why if we know the what.
She stays for what answers Grimsburrow will provide as well as to answer his questions about the night before.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Zavar heads to the Unfurling Scroll and strikes up a conversation with the proprietor while searching through the various tomes, telling him whatever he wants to hear in an attempt to get even futher into his good graces.

Diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24

He then focuses all his attention on the task at hand and begins to delve hungrily into the library's expanse of knowledge.

Knowledge: Local: 1d20 + 6 ⇒ (18) + 6 = 24 Does this library provide a bonus as well? If not I guess it would be smarter to go to the temple as well. If it does, it will need to be added to my check.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|
Vasari wrote:


Thanks to your good deeds around town, you have enough trust to use the Unfurling Scroll's library without requiring payment or diplomacy.

^ Yes!!! I have made myself slightly useful.

Making his trip to purchase the Ale, Drasven makes yet another to the temple to aid Windom after putting down the keg of ale at the house. All this time greeting the locals as he walks.
Purchasing 10 Gallons of ale for 2gp. 1 gallon is 2sp.

Looking to see what help Windom needs, Drasven calls upon his gods to aid Windom and himself. Taking out a book, Drasven settles down to find a ood spot to read.
Casts Guidance on Windom and Drasven for all checks made. All Knowledge skills I make is +3, +2 for feat & +1 for Guidance.
Prisoner 1 Aid Another vs DC 10 1d20 + 3 ⇒ (1) + 3 = 4
Prisoner 2 Aid Another vs DC 10 1d20 + 3 ⇒ (6) + 3 = 9
Prisoner 3 Aid Another vs DC 10 1d20 + 3 ⇒ (17) + 3 = 20
Prisoner 1 Knowledge (local/History) vs DC 25 1d20 + 3 + 4 ⇒ (17) + 3 + 4 = 24
Prisoner 2 Knowledge (local/History) vs DC 25 1d20 + 3 + 4 ⇒ (19) + 3 + 4 = 26
Prisoner 3 Knowledge (local/History) vs DC 25 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

*Turning to Windom*

"Are we assisting each other with the research here?"

Cassandra begins searching through the library within the Temple of the Lady of the Graves.

Knowledge History: 1d20 + 5 + 4 ⇒ (3) + 5 + 4 = 12 (Includes Library bonus)


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

I was never too involved with studying, or research. I will assist whomever needs the help.

assist: 1d20 + 4 ⇒ (9) + 4 = 13 +4 from library

Someone is assisted.

Grand Lodge

Drasven Hammers learns about The Mosswater Marauder and The Piper of Illmarsh. Zavar discovers The Splatter Man in his research using the temple's library. The Unfurling Scroll's library has quite of bit of detail on Harrowstone, but the temple has the best library by far. However, access to these records require favor from Father Grimburrow that Windom and nDevere secured.

Timeline of the third day in Ravengro:

  • Drasven gets down and dirty with researching two prisoners.
  • The first prisoner was assisted by Windom.
  • Zavar finds a corner of the temple's library to research the last prisoner.
  • Cassandra attempts to do the same but was not successful.
  • nDevere talks to Father Grimburrow about the missing items in the darkwood case.

Zavar:
The old wizard Alendru Ghoroven has a soft spot for you. Your wit and ambition reminds him of a much younger version of himself. He gives you a brief tour of his shop and humble library. You gain his trust and a 20% discount on his meager wares!

nDevere:
"Young man, this is a very interesting wooden case. I am not familiar with the emblem on the cover, but I have seen these glass vials before of which six have are missing.

Father Grimburrow retrieves his monocle as he holds each up vial to candlelight. He squints one eye shut while the other nearly bulges from its socket. The monocle makes his open eye look twice as large.

Yes, I believe these are called Haunt Siphons. You must have it ready in hand for it to work correctly and open the container just before it attacks. Then you will be able to bottle up the haunt as it sucks force of unlife. After corking the vial, you may shatter it against a hard surface to destroy its spirit. With the right combination of components, time and expertise one could make additional haunt siphons now that you actually possess a sample.

The Mosswater Marauder:
His real name was Ispin Onyxcudgel. Only 5 years before his hometown of Mosswater was destined to be overrun and ruined by monsters from the nearby river, Ispin Onyxcudgel was a well-liked artisan and a doting husband. When he discovered his wife’s infidelity, he flew into a jealous rage and struck her dead with his hammer, shattering her skull and his sanity with one murderous blow. Wracked with shame and guilt, Ispin became convinced that if he could rebuild his wife’s skull she would come back to life—but unfortunately, he could not find the last blade-shaped fragment from the murder site. So instead, Ispin became the Mosswater Marauder. Over the course of several weeks, the cunning dwarf stalked and murdered nearly 20 people while searching for just the right skull fragment. He was captured just before murdering the daughter of a visiting nobleman from Varno, and was carted off to Harrowstone that same night.

The Piper of Illmarsh:
His real name is unknown. Before he snatched his victims, the Piper taunted his targets with a mournful dirge on his flute. He preferred to paralyze lone victims by dosing their meals with lich dust and then allowed his pet stirges to drink the victims dry of blood.

The Splatter Man:
His real name is Hean Feramin. Professor Feramin was a celebrated scholar of Anthroponomastics (the study of personal names and their origins) at the Quartrefaux Archives in Caliphas. Yet an accidental association with a succubus twisted and warped his study, turning it into an obsession. Feramin became obsessed with the power of a name and how he could use it to terrify and control. Soon enough, his reputation was ruined, he’d lost his tenure, and he’d developed an uncontrollable obsession with an imaginary link between a person’s name and what happens to that name when the person dies. Every few days, he would secretly arrange for his victim to find a letter from her name written in blood, perhaps smeared on a wall or spelled out with carefully arranged entrails. Once he had spelled his victim’s name, he would at last come for her, killing her in a gory mess using a complex trap or series of rigged events meant to look like an accident.

nDevere and Windom may spend the rest of the day pursuing additional errands or activities. Assisting research only takes an hour. What do you as the others research during day.

You have exhausted researched everything there is to know about the Whispering Way, Harrowstone and the Five Prisoners. Also, you have proven yourselves trustworthy. This grants you a +5% discount on purchases (in additional to separate individual discounts) and +2 to diplomacy checks inside Ravengro. Hitting several DC 25's gave you significant XP for 1st level. Welcome to level 2! Please progress your characters accordingly.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

Thank you Father. This information will certainly aide in our endeavors. These siphons would be a great benefit should the Harrowstone prove as haunted as they say. At what cost could you replenish your supply? Could you part with some of the remaining in order for Windom, myself and our fellows to send these lost souls to the Lady?

Diplomacy: 1d20 + 3 ⇒ (15) + 3 = 18 includes +2 from above

No matter the response, nDevere will return to the Lorrimor Place and assist (watch over) Kendra.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasven settles back into his rather well used seat now. His eyes hurt from poring over too many books, his hands cramping from the immense amount of notes and his mind spinning from the sheer amount of information he has had to process but it's all worthwhile.

Cross-referencing his notes and books at hand, He manages to copy out the relevant text and blows on the ink to dry it quickly so that he could show it to the others.

Keeping and tidying up the library, Drasven makes sure to place all reference books back in their proper place, clear the tables and chairs used before heading back to Kendra's place.

At Kendra's place, he places out his notes and beckons the others to share their day.
"It was mind numbingly hard but I managed to obtain these." showing the others his notes.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Windom will continue to assist any research.
1d20 + 4 ⇒ (1) + 4 = 5

After that he will try to nap for a few hours while it is sunny out.

Meeting with the group later that night at the mansion.

What else do we need to research? I would like to scout the burnt ruin when we have completed everything. Where do we stand?

The question seems to be pointed more to Zavar and Cassandra, since they have been taking the lead on all the research.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

What was the HP advancement for levels again? It was more than the average that PFS uses, if my old memory hasn't completely failed me.

Grand Lodge

All research has been completed. The haunt siphons are yours as well as everything found in the crypt. Each siphon costs 400 gp if you placed an order with the church. Craft wonderous item feat would also help you as it is a 3rd caster level.

The small town has a haunted prison to investigate, but all of you are summoned by the town council to participate in tomorrow's town hall meeting. More bloody vandalism is afoot is all you know.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

Thanks to Father Grimsburrow we have what was left of the cache mentioned in the professors notes. I have learned that these she holds up one of the 4 vials with swirling clouds inside are haunt siphons. If opened just as a haunting is about to attack (manifest) it will suck in the negative energy potentially subduing the haunt, and if you break the vial afterward, it destroys the spirit rather than release it. I take it by this description that ghosts and haunts are different things? But this only explains half of what was in the box. I had meant to ask him but do any of you know the way to use the spirit board-thingy?

nDevere starts to look over Drasven's notes

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Zavar shares what information he has gained up to this point with the rest of the group. Afterward, he studies the Spirit Board to see if he can tell how, or for what, it might be used.

Knowledge Arcana: 1d20 + 9 ⇒ (16) + 9 = 25

Grand Lodge

Zavar re: Spirit Board and Brass Spirit Planchette:
A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.

To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination.

The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day.

Appraise: 1d20 + 9 ⇒ (13) + 9 = 22 The case, board and brass planchette is worth 4,075 gp

Do you like to talk to spirits? What question would you ask? Where do you ask it?


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Making sure Kendra is not about.

Could we call the professor?

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Zavar explains all he has learned by studying the Spirit Board.

"Contacting the spirit of the professor would help to answer a lot of our questions and clear up some of the "mystery" surrounding his death. I suggest we go to the place where he was found and try to contact him from there. Anyone have a problem with that?"

He looks around at his companions with an eyebrow raised, awaiting a response.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Would not his spirit be attached to his daughter, this house, and maybe us. It may work here too. If we chance doing this out in the open and are seen we could be accused of necromancy or devil worshipping.

Lantern Lodge

I happen to agree with Windom, using something like this in the open might even have led the town to their false beliefs about the professor... I am starting to get used to having your wit and knowledge to fall back on Zavar. Dear Drasven has shared his results nDevere gestures to the other pages with one still in hand. and if I didn't trust the source so, I'd think it a cruel fiction. As for contacting the professor, here would be a much better place for that. 't scares me to think we might contact something else if we were to go where they recovered him. but on other matters --this town meeting specifically-- I am not certain if I am worried or honored that they asked us to be present. She finishes with the last page of Drasven's notes and collapses into her chair before setting it back on the table.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

I happen to agree with Windom, using something like this in the open might even have led the town to their false beliefs about the professor... I am starting to get used to having your wit and knowledge to fall back on Zavar. Dear Drasven has shared his results nDevere gestures to the other pages with one still in hand. and if I didn't trust the source so, I'd think it a cruel fiction. As for contacting the professor, here would be a much better place for that. 't scares me to think we might contact something else if we were to go where they recovered him. but on other matters --this town meeting specifically-- I am not certain if I am worried or honored that they asked us to be present. She finishes with the last page of Drasven's notes and collapses into her chair before setting it back on the table.
sorry using my wife's computer and forgot to log in as myself feel free to delete k-oberskaya post


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasven grimaces thinking back to the amount of page flipping that entailed at nDevere's words.
"I agree. Let us attempt to speak with the professor here. I have added in repair work done in the dwarven style to this house so it won't be so easy to break into. Also we might need to speak more with the townsfolk and see if we can't get most of them to be friendl to Kendra when we do live."


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

"Agreed, definitely best not to do this in public."

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

"Very well. Who is the lucky one that gets to wield the planchette?" Zavar says dryly.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasven grins.
"Why who else but you Zavar?"


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Windom smiles and nods at Drasven's comment.

I cannot help with this task. My goddess would be unhappy if I was to call back the spirit of the dead. I am allowed some 'flexibility' because of the tasks I do for my order. I will turn a blind eye and be in the next room, I will also keep Kendra busy should she come this way, she does not need to know about this.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasven explains if asked.
"Ye know the ways of this arcane magic thing. Ye also have knowledge on how ta use this and chances are what questions to ask the good professor. We cannae all be here. Someone has to keep Kendra busy and that's Windom here. Another has to guard and that'll be me. Just in case. Ye Understand?"


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

"Have we figured out how to operate this device?" Is this a Knowledge Check, or Disable Device, or UMD? "I will assist with the operation of the device if I am able. I would recommend we keep as many of our group together in the room when this occurs as we can."

Grand Lodge

No skill check necessary. Ask one question and roll Will save.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Check my spoiler above re: the spirit board. Zavar will share his knowledge with everyone

Zavar smiles "Why am I not surprised. Well, it won't be my first time speaking with the dead. I do hope this time goes a bit better than the last." He gives a wink in nDevere's direction.

"Start thinking about what questions you might like to pose."


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Ask him if his death was not an accident. I am still sad over his death and would like to avenge him if so. Other than that specifics on the cult and how dangerous they are, and if they have a scheme to hurt this city.

Windom then walks out of the room, it is clear he cannot have more to do with this course of action.

Turning blind eye....Now!

Windom will find Kendra and keep her company, if she would accompany me out for a walk in the garden that would be excellent.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasven moves himself to the door and proceeds to keep watch.

"I'll keep watch. Go ahead and do what must be done Azavar."


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

Given the constraints on available answers I am at a loss for questions to ask but may have a few in the moment pending responses to other questions. A seonce sure sounds like a mind expanding ordeal. I look forward to it. Fingers crossed and all that.

nDevere stands I'll be getting ready and rested in my room send for me before you begin. she winks back at Zavar and heads to her room. Once there she clears her mind using active meditation in the form of thai chi katas.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

"I would take a turn attempting to speak with the Professor if needed. I too feel the need to find out what happened to him, and if there is something foul afoot, to bury it."

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

"By all means, if you feel you are up to the challenge, take a seat and call upon our old friend. I have showed you the process which we must use. Simply lay your hands upon the planchette, concentrate, and ask what you will of the departed. However, speaking with the dead is a serious matter and I take no responsibility for what might ensue."

Zavar says, turning to Cassandra and motioning to the planchette on the table before him.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Cassandra takes a seat in front of the board, and rests her hands on the planchette.

"Dear Professor, was the cause of your death accidental"

Will: 1d20 + 6 ⇒ (6) + 6 = 12

Grand Lodge

N.O.

Grand Lodge

Cassandra:
Tonight, you dream of a group of five little Varisian girls dressed in shawls and dresses are playing a skipping rope game at the side of the road. Each of the girls takes turns jumping in the rope while singing two lines of a rather disturbing song, then skips out of the rope to let the next girl take up the next two lines. The way in which the girls switch from skipping to passing the ends of the rope to each other to keep the whole thing going is strikingly well timed and well choreographed—and the verse itself, which the girls sing in Varisian, is rather disturbing. The five repeating verses are as follows:

"Put her body on the bed.
Take a knife and lop her head.
Watch the blood come out the pipe.
Feeds the stirge, so nice and ripe.
Drops of red so sparkly bright.
Splatters spell her name just right.
With a hammer killed his wife.
Now he wants to claim your life.
Tricksy father tells a lie.
Listen close or you will die."

Grand Lodge

nDevere:
You have another shift at the graveyard tonight and you are off duty for the next four nights. Perception: 1d20 + 10 ⇒ (10) + 10 = 20 It is almost a full moon giving dim light visibility the Restlands and thanks to your elven heritage it is bright as day. At about 2 am, you notice a grave suddenly bulge, just before its undead occupant emerges from the dirt one hundred feet away. No map.

GM:
Cass: 1d20 + 3 ⇒ (9) + 3 = 12
Zavar: 1d20 + 6 ⇒ (12) + 6 = 18
Windom: 1d20 + 7 ⇒ (7) + 7 = 14
Drasven: 1d20 + 5 ⇒ (12) + 5 = 17

Zavar, Windom and Drasven hear three loud knocks at the door in the middle of the night that wake all of you but Cassandra. nDevere is working the graveyard shift and not among you. No map.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

In my night shirt, bringing my morning star, I go to the door. If any other members of my group become present to the nighttime beckon I will wait to open the entrance. If there is a peep hole or window to look from I will spy the caller before opening. Depending on how intense the caller is I will prop my morning star next to the entranceway.

I will not grant entrance to any night time callers, and will give that direction to any other group members that appear.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasven springs awake and using the windows peek out.
"Strange. Who could it be at this time of the night."

If he does not like what he sees, he dons his armor and hefts his weapon.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

advance 30ft then total defense for AC21
Halt! Graverobber! nDevere calls out to gather attention as much from the enemy as from onlookers.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Zavar accompanies Windon to the door, alert and ready for anything.

"I'm sure I don't have to tell you to be on your guard. We have made contact with another realm and who knows what that might have awakened. Spirits, however, are not known to knock."

He grins at Windon and then takes his place behind him in the entryway.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

"Get dressed first." is Drasven's advice as he puts on his armor.
"I reinforced that door to be able to take some punishment after all."

His hammer nearby, he switches on putting his armor right even as he sets the latches in place.

Grand Lodge

After three hard knocks there is 10 seconds of silence followed by louder thumps and periodic grunts and groans as the door is getting beaten and bashed. Windom opens the peep hole but without a light source cannot identify the stranger and his two companions at the door. However, the door has a minute or two before it collapses.

Windom:
A very familiar smell of a rotting corpse stings your nostrils and sends a shockwave of terror down your spine. Will save DC 11 vs Cause Fear # of frightened rounds: 1d4 ⇒ 4

nDevere:
A bony figure in ragged clothing moves 60 feet from you and is currently 130 feet away heading south towards town. It doesn't seem to notice you.

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