Carrion Crown PbP - private (Inactive)

Game Master Vasari

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Grand Lodge

I did assume as much. We can use your take 10 with one auto assists at every door.


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]

OK, onto Room S16 then I do believe, or is it S15?

Grand Lodge

Auditorium (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. This chamber once fulfilled many functions. The guards
met here for morning instructions, but it was also used as a makeshift courtroom.

A thorough search of this area discovers nothing of significance. The only other exit is to the foyer.

Foyer (S2)
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.

Perception and initiative checks please. As far as haunt siphons (3) and holy water (8) are concerned, just declare if you have it readied in hand. You have learned that many rooms in Harrowstone are haunted and it is reasonable to assume that anyone in the group has one in their possession. The loot list can be used for inventory management system.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Perception: 1d20 + 7 ⇒ (9) + 7 = 16 (+1 to trapfinding)
Initiative: 1d20 + 4 ⇒ (8) + 4 = 12

Zavar will keep a flask of holy water readied at all times.


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 follows behind.

Knowledge (Enginneering) 1d20 + 6 ⇒ (18) + 6 = 24

Noticing the scorch marks, he shrugs.
"Something hot burned here. I vote for completing this level before we go down."


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

perception: 1d20 + 11 ⇒ (5) + 11 = 16 initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Siphon in hand, nDevere follows Windom into S2- keeping her breathing shallow.
"Does anyone know if that mold is dangerous?"
survival-untrained: 1d20 + 3 ⇒ (1) + 3 = 4


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]

Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Initiative: 1d20 + 3 ⇒ (20) + 3 = 23

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Survival: 1d20 + 6 ⇒ (13) + 6 = 19


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

perception: 1d20 + 8 ⇒ (19) + 8 = 27
init: 1d20 + 7 ⇒ (7) + 7 = 14

Grand Lodge

Just plain old mold. Drasven?


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|

Init 1d20 ⇒ 3

Grand Lodge

Drasven's perception: 1d20 + 5 ⇒ (16) + 5 = 21

Perception DC 10:
All the doors begin to shutter as you step into the foyer.

Religion DC 21:
Mysteriously moving doors usually indicate a supernatural presence protesting intrusion, and serve as stern reminders that explorers are unwelcome in the realm of haunts. These frivolous spirits are fond of not only locking the living out of rooms, but also locking them in, usually with deadly dungeon denizens.

SURPRISE ROUND, INITIATIVE:
nDevere-24 is up!
Cass-23 (skipped)
Zavar-16
Windom- 14
???
Drasven-3


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|

My init rolls are downright terrible lol.
Knowledge (Religion 1d20 + 6 ⇒ (8) + 6 = 14
And so are my rools apparently.

Drasven looks up as the doors begin their movement.


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 opens the siphon in the direction on the shuddering. Hoping for more success the second time.
siphon(channel energy): 3d6 ⇒ (6, 2, 3) = 11

Grand Lodge

Each door slams violently open and shut. Badly-burnt faces of shrieking criminals rush out into the siphon as nDevere opens the cork. The vial's misty form turns into a miniature green tornado. The screams stop suddenly after the siphon's cork is reattached.

Combat over! nDevere, you have a 3d6 negative energy bomb with a 10' range increment.


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]

"Congrats nD"


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

We aren't afraid of no ghost.

No time to celebrate Windom continues forward keeping an eye out for hidden foes and traps. He is very serious and set to clear out this place before the alarm is sounded.

Windom continues forward checking doors as before.


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]

Next door looks like S16?


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

"Phew! It worked. Let's put that in this haversack, I'm not comfortable with the way it's glowing."
perception: 1d20 + 11 ⇒ (19) + 11 = 30
nDevere puts the used haunt siphon away and pulls out another as she follows Windom into the next room.


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]
Windom wrote:
"We aren't afraid of no ghost."

"To my knowledge, we have not encountered a ghost as of yet, only a whole lot of haunts, and a couple other undead frightening things. My the goddess of light smile upon us my friend if we see a ghost."


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|

Ghostbusters Reference!!!

Drasven raises his axe in alarm as the doors slam open and close, convinced that they were under attack and lowers his axe when he realises it was all his companion's doing.

"May we not meet any other murderous ghost but that is highly unlikely." he snorts.


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

Thank you Drasven.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

There is no Dana, only Zuul.


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]

Poke

Grand Lodge

You follow the eastern hallway from the Harrowstone's entrance and it leads to a locked metal door (to room S16).

Attempt to open door?:
Hardness 10, hp 60, Break DC 28. The lock can be picked with a DC 30 Disable Device check.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Disable Device: 1d20 + 9 ⇒ (19) + 9 = 28


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|

Not even with guidance can that help.....

Grand Lodge

Windom could aid as he is trained in the skill.


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

Sure
disable device: 1d20 + 6 ⇒ (20) + 6 = 26

Zavar, excellent technique but if I may.

Windom lightly taps the palm of his hand over the lock and flicks the lock pick with his middle finger causing it to vibrate like a tuning fork (A#). Without trying to show off or be cocky he smiles and nods his head in approval of his work.

I have been stupid lucky with opening doors! Thank you virtual dice!

Grand Lodge

The metal door's lock "clicks" as the tumblers are set free. It swings open revealing a room full of odds and ends.

Property Room (S16)
A bizarre collection of antique goods rests upon wooden shelves that line the room. Several of the items contain tiny tags with labels written in a careful script.

You find the following items of value:

  • a set of masterwork thieves’ tools,
  • a bronze war medallion from the Shining Crusade,
  • unframed Taldan painting of Stavian I,
  • a set of a noblewoman’s silver hair clips,
  • a masterwork punching dagger,
  • a pouch containing 50 masterwork shurikens,
  • a masterwork silver war razor, and
  • a magical wand.

Perception DC 20:
You notice the secret door in the east wall.

Spellcraft ID Wand DC 18:
Wand of lessor restoration, 12 charges.

Appraise various items DC 15:
.
  • a set of masterwork thieves’ tools-100 gp,
  • a bronze war medallion from the Shining Crusade-40 gp,
  • unframed Taldan painting of Stavian-100 gp,
  • a set of a noblewoman’s silver hair clips-35 gp,
  • a masterwork punching dagger-302 gp,
  • a pouch containing a fifty masterwork shurikens-310 gp,
  • a masterwork silver war razor-304 gp

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

I call BS! hahaha

Appraise: 1d20 + 9 ⇒ (5) + 9 = 14

Perception: 1d20 + 7 ⇒ (17) + 7 = 24

Appraise: 1d20 + 9 ⇒ (4) + 9 = 13

Spellcraft: 1d20 + 10 ⇒ (20) + 10 = 30

Appraise: 1d20 + 9 ⇒ (1) + 9 = 10

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Guess my appraising skills are off.

Something is off in here. Ah, that's it...there appears to be a hidden door on the east wall."

Zavar grins.

Grand Lodge

For future reference you can always take a 10 without rolling for skills if you are not distracted by environmental factors or in combat. The DC is mainly for informative purposes to help you determine if you need to roll if your total skill bonuses don't allow a take 10. Also, you can take 20 on certain skills that don't have a risk of terrible failure such as opening a lock.

Taking 10 and Taking 20:

A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success.

Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

Ability Checks and Caster Level Checks: The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to concentration checks or caster level checks.


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]

Well, assuming we can Take 20 on all those items:

"If y'all don't mind, I'll carry that wand. Oh, and perhaps we should check out what's behind Door #2 (The Secret Door)"

"Windom, my friend, do your thing with that door if you don't mind."


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

In a brief moment of vanity nDevere pulls out a mirror and checks to see if the silver hair clips will clash-with or compliment her golden ear cuffs. She pauses to get Cassandra's opinion before she lashes the pouch of shuriken to her robes for easy access.
"We are taking these things to aide in the release of your immortal souls. So don't get huffy about it." She cries out to the ceiling as she forms warding gesture with the haunt siphon. She then gets into position next to Windom in preparation of opening the 'secret' door.
perception take10: 10 + 11 = 21

Grand Lodge

Hidden Vault (S17)

This small vault was used to store the more valuable or notorious belongings of the various prisoners. Currently, the vault contains only three objects. There is also an empty flute case and empty display case for a very large necklace. However, the flute and dozen holy symbols are in your possession and may trigger some additional knowledge.

Knowledge Local or History DC 20:
Each one of which once belonged to one of the five prisoners whose spirits are now the primary denizens of Harrowstone.
  • The axe was the Lopper’s favorite murder weapon.
  • These holy symbols were used by Father Charlatan, who would select one from the collection that would match the faith of his victims as proof of his good intentions.
  • This book once belonged to Professor Hean Feramin, the man who would eventually achieve fame not through academia but through murder. Known in his final days as the Splatter Man, he was delt a hideous blow to his morale and sanity by the loss of his spellbook.
  • The hammer belonged to the Mosswater Marauder and a powerful reminder of shame, guilt, and horror.
  • The flute was once owned by the man known only as the Piper of Illmarsh.

Bloodstained Adamantine Greataxe: No amount of cleaning can remove the bloodstains on the blade or handle.

Moldy Spellbook: The covers and pages of this thick, leather-bound spellbook have become caked with mold over the years, but some of the contents remain legible.

Smith’s Mithril Hammer: This smith’s hammer grants a +2 competence bonus on all Craft (armorsmith, blacksmith, and weaponsmith) checks. If used in battle, the hammer functions as a warhammer.

Just to be clear you can't take 20 on most skill checks that result in a failure to try again or when additional attempts reveal the same results. Spellcraft and Appraise failures do not allow retries in the same day, so you can't take 20 on them. Same goes for disabling traps. You can't take a 20 to jump over a 20' wide bottomless pit with a zero skill modifier, but you can take a 10 if you have a running start and have a +10 to acrobatics.

Finding the vault and all five items grants you enough XP to level FOUR! Congrats!


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|

"It seems that most of these items all have some sort of history of their own. We had best just take them all back. The axe seems well made and its metal tough." Drasven remarks.

Taking 20 for most of the items if possible though it's best if those trained in those skills do so.

Grand Lodge

You cannot take 20 to ID items, but you can take 10. Taking 20 assumes failure first. If you fail at Spellcraft or Appraisal or Knowledge check, then you are not allowed a retry on the same subject in the same day.


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]

Knowledge History: 1d20 + 5 ⇒ (17) + 5 = 22

Does one check cover all items, or one per item?

Grand Lodge

All items as they are related to the research previously performed.


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

This is great and all putting to rest the spirits of criminals; but we need to keep a look out for signs of that cult. Bastards defiled the remains of our beloved friend, and I am getting angry that we have not spotted them yet.

Windom cast detect magic

Windom will inspect the hammer, if it is masterwork he will ask if anyone minds if he uses it, if not he will add it to the loot pile.

Unless anyone stops him he will get right back to business and go inspect the Western door in area S2. Taking 10s.

18 Perception
16 Disable Device


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]

Proceed. Let us find not only the spirits of the remaining 3 criminals, but let us hope that in our quest to find them, we discover whomever is living and breathing, and foul.

Grand Lodge

All mithral and adamatine items are considered masterwork. Taking 10 on Spellcraft reveal both weapons with +1 enchantments. The spellbook is also magical.

The western door in S2 is quiet. You proceed exploring out the western hallway.

Offices (S3)
These small offices were each dedicated to handling one of several key aspects of the prison’s operations, such as prisoner files, income, supplies, scheduling, repair requests, and so on. With hours of work, the surviving paperwork in these offices can be organized into a central repository that can be used to research Harrowstone or the five prisoners (although, you've have successfully researched all available information on these subjects).


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 swings his own greataxe behind his back before grasping the greataxe and motioning Windom to take the hammer.

"They'll prove useful here now. Use those for the moment."


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 checks through the paperwork to find the name of the physician.
knowledge history: 1d20 + 5 ⇒ (8) + 5 = 13 finally trained a knowledge skill
...but doesn't make much progress before the others are ready to move on.
Seeing Drasven and Windom using the weapons she begins to watch them closely for signs of outside influence. sense motive: 1d20 + 10 ⇒ (19) + 10 = 29


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]

Then let us check out S4, then S5, then S6

Grand Lodge

nDevere:
Choose either Windom or Drasven for the first Sense Motive check. Then, you will need to make an additional Sense Motive check for the other.

It will take Hours: 2d4 ⇒ (4, 1) = 5 to research the physician. Do you want to spend the time now?

Warden’s Office (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.

Guards’ Wash Room (S5)
This room was used as a washroom by the guards—the smaller chamber to the west was a privy. There’s nothing of interest here today.


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]

OK, rather than continuing to S6, let us first check out S7 & S8, lest anything try to catch us from behind.

Grand Lodge

Before advancing to S7 & S8, the party should decide if you are going to crack the safe, spend time researching, or resting to level up. I have no problems moving ahead. The safe and paperwork aren't going anywhere. You won't be able to level without a good night's sleep.


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

disable device: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23

Windom will quickly try to crack the safe, he will cast guidance on himself first, and ask for help.

Hey Zavar, lead me a hand?

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