Carrion Crown PbP - private (Inactive)

Game Master Vasari

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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 nods at Zavar's suggestion.
"Not a bad plan though the events of today indicate that our foes are indeed powerful and deadly. It was suren by the grace of the gods that we escaped that dastard of a building." looking thoughtful as he says this, leaning upon his axe.


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

Windom will destroy the scythe with holy water after thanking the priest for returning his vitality.

I would be most happy leading us back to that haunted place as Zavar had suggested. I would like to pray for a bit and will be ready shortly to re-attempt harrowstone.

Windom will pray and rest to regain his spells. He will check in on Kendra and assist her with her recovery. Windom will not cover up the scar on his neck that almost removed his head.


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]

"Master Drasven has already dealt with the vile farm implement."

After resting and recovering channels, and a spell or two, Cassandra is ready to re-enter The Harrowstone.

"It would seem as though someone outside of Harrowstone does not appreciate our presence" Referring to the defacement of the sign on the posting pole "Perhaps we will find more information regarding who within the town has sided with the vile monstrosities within Harrowstone as we continue to delve deeper into that place."


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]

"Shall we head back into the den of evil?"


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

Lets.

Ready when the group is.

Grand Lodge

You approach Harrowstone in the early afternoon after a hearty lunch, a good night's sleep and a visit the church to check in on Kendra and update Father Grimburrow on your progress. The haunted prison appears slightly less menacing under the cloudy skies instead of the black of night perched on the horizon's hilltop, but it does not welcome you.

A cold rain starts pelting down on your backs turning your gaze downward to the mud and gravel impeding your journey. The broken trees without leaves groan against the wind. A crack of lightning strikes one of the abandoned guard towers flashing a silhouette of a humanoid for an instant. You get the sinking feeling in the pit of your stomach of being followed. However, the only footsteps that you hear are of your companions.

How would you like to approach Harrowstone?


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 suggest going back in the same way we previously entered, since we have started clearing that area."

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

"Agreed."


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

"Perhaps it is paranoia, but may Windom or I should be behind dear Zavar in case we are indeed being followed?" nDevere comments as she gathers her robe around her adding an extra fold at the waist to keep the edges out of the mud.


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]

"As I recall, Windom was on point, followed by nD, Cass, Zavar, and then Master Drasven. In that alignment, Master Drasven would have Zavar's rear covered. Thus, if someone were folowing us Drasven would be able to beat them senseless, thus saving poor squishy Zavar"

Grand Lodge

The second floor is partially explored. Please indicate two areas on the map for next desired locations. Also confirm matching order. Give me single file and double file examples. I will assume double file until forced into single file.


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

Confirmed marching order. Windom is stealthily looking for enemies and traps 10 feet I front of the group.

no roll20 access right now, please auto bot me for the moment.


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]

Suggested order of things in the area we can currently see:

1) Windom, Perception on the door leading to T3. If detecting nothing, check to see if the door is locked. If not, open the door. If no creatures within the room, search the room.

2) Search T2

3) Check (perception doors, open doors, search roomw) the small rooms (cells?) where the skeletons appeared to come from (T4 and T4a).

4) Continue towards T1. This appears to be an interesting area, so proceed a little cautiously, If required, do Perception checks. (Are those doors on the edge of the fog of war? If so, Perception those, check if locked, open, search)

5) Check doors (perception, check for locks) leading to T7. If nothing detected, open doors and search room.

6) Check doors (perception, check for locks) leading to T6. If nothing detected, open doors and search room.

7) Check doors (perception, check for locks) leading to T1a. If nothing detected, open doors and search room.

8) Check doors (perception, check for locks) leading to T5. If nothing detected, open doors and search room.

That appears to account for everything in the area that we can currently see.


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

"Guess my fear was showing. I'm right with you Windom. Zavar, have you any tricks that would help us communicate in case we loose sight of one another? If we approach with stealth, successfully hiding from the enemy may mean being hidden for each other."
nDevere pauses then procedes with caution. Double file order: women in second file.
take 10 stealth=19, take 10 perception =21, halfspeed =20ft.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

"Stay within my sight and give me a sign if you have something to tell me."


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

Sounds good thank you
The next few days may be difficult for me to post please make me a puppet.


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|

Router fixed Internet is back. Also How did you get your rolls to show so nicely in Roll20?

Drasven does nothing but nods absentmindly. Taking the rear, he contemplates the day's events so far.

Grand Lodge

Privy (T3)
This is an empty privy once used by the guards. Nothing of interest remains within today.

Mess Hall (T2)
Wooden benches once lined this large hall, but several are now stacked in a jumble and others are overturned in disarray. Weakened by fire, the entire east wall has collapsed away, creating an unintended entryway to a wooden deck beyond. The view of the lake beyond would be beautiful if the silence were not so eerie.

The Western Cellblock (T4)
Row upon row of ten-foot-square prison cells line the walls, each separated from the passing hallway by a series of iron bars fitted with a narrow iron door. Skeletons slump in many of the cells, the bones scattered where they lie and coated with a mixed layer of ancient ashes and fresh mold.

Area T4a is not a cell—it once provided access to the highest balcony above (the same place you saw the shadowy figure from afar). While the wood and iron ladder leading up to the trap door above remains sound, but stuck. Strength check to open, but you can only assist/aid if have an additional ladder or use other clever means.

Guard Post (T1)
This guard area is blocked from the cellblock by an arc of iron bars. Within sits an old wooden table and a few chairs. The stairs at area T1a lead downstairs to the ground floor. The doors south of this room are unlocked. You open the doors and it leads to a balcony above the main entrance to Harrowstone.

DC 15 Engineering or DC 20 Perception, Stonecunning:
The balcony is structurally unsound

Do you open the trap door, go to the ground floor or continue with exploring the second floor? Below are areas left unexplored on the second floor.

4) Balcony. Specify who enters this area.

Cassandra wrote:

5) Check doors (perception, check for locks) leading to T7. If nothing detected, open doors and search room.

6) Check doors (perception, check for locks) leading to T6. If nothing detected, open doors and search room.
7) Check doors (perception, check for locks) leading to T1a. If nothing detected, open doors and search room.
8) Check doors (perception, check for locks) leading to T5. If nothing detected, open doors and search room.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

"Anyone want to try their hand at getting that trapdoor open?"


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, kindly give that trap door a shove and see if you can break it loose."

Perception: 1d20 + 3 ⇒ (18) + 3 = 21

Is it possible to utilize the wooden benches to assist with the STR check to open the trap door? Using them sort of like a ram?

"I do not recommend a heavily armored individual steps out on that balcony. It does not look as though it will support our weight well."

Grand Lodge

I will allow that especially since Windom has the improvised eapon feat. Anyone helping? Who is climbing the ladder?


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, if Windom is the one capable of utilizing the benches as a ram, then I reckon that Master Drasven is the best suited to attempt the base roll. Unfortunately, I was not blessed with the strength of a warrior.


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 will do so. Guidance Strength Check 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22

Grand Lodge

Drasven:
Stonecunning: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
As you climb the ladder to pull on the trap door (area T4a), your feel a pinch on the back of your neck. A tingling sensation runs down your spine to your fingers and toes. The trap door in the stone ceiling is a quarter inch uneven. The reinforced wooden door is warped by prolonged exposure to the elements. You tap on it twice on and it does not echo as expected. Solid thumps indicate it is a collapsed entrance and removing the unstuck door would prove hazardous to those underneath it. You are not skilled in disabling such a trap, but there is one in your party who is.


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]

"Drasven, did you get it?"

Sovereign Court

Chronicle Sheets GM Busy At Work........

"Nay Lass. This here needs a more delicate touch 'ere. Dis floor is not stable enough or safe for me to start breaking. Best get one skilled in traps or such to take a look. The stones here do not feel right." Drasven replies.


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, I do believe you had some skill in that area.

I do believe GM may need to roll for Windom

Grand Lodge

Zavar and Windom both have it. I will wait until tomorrow morning to bot.


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 ⇒ (18) + 6 = 24

Woot Woot!

Let me test my luck. Everyone should move back.

Windom still feeling cocky from the last night of breaking and entering when he popped the entrance lock without even applying strenuous effort. He climbs up to the trap door and eyes the problem. Waiting until everyone is a safe distance back Windom sets a piton strategically into the stone next to the wooden door tapping into place with a hammer, then he ties a rope to it. He backs away and gives the rope a solid tug pulling the piton out of the stone and hopefully disabling the hazard.

Any assists to get the check higher?


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 nods to Windom and pats him on the back invoking a brief prayer of blessing upon his companion. Moving a safe distance, he waits with the rest to see if Windom is sucessful.
Guidance on Windom.

Grand Lodge

The piton slips out of the trap door and unleashes a ton of rock and debris cascading down into the room forming into a pyramid. A cloud of dust billows into the hallway. A very large nest made of twigs and branches follows the rubble pyramid clinging to its top like a tree ornament.

The upper guard post has collapsed, filling this area with stone and wood rubble and burying the trap door that once led to area T4a. The rubble-strewn chamber was the lair of a single stirge of prodigious size—bloated to nearly the size of a halfling. Some of you may have a chance to surprise it. Check to hear a flapping of wings after the rubble falls.

Roll Perception checks at -10 penalty and Initiative. Anyone within 5' of the trap door room (T4a) has concealment (20% miss chance) for 3 rounds.


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 - 10 ⇒ (13) + 8 - 10 = 11
init: 1d20 + 7 ⇒ (15) + 7 = 22

Would of been back some distance to disarm the trap aided by rope.


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

initiative: 1d20 + 5 ⇒ (14) + 5 = 19
perception @-10: 1d20 + 11 - 10 ⇒ (6) + 11 - 10 = 7


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 - 10 ⇒ (6) + 3 - 10 = -1
Initiative: 1d20 + 3 ⇒ (19) + 3 = 22

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Initiative: 1d20 + 4 ⇒ (15) + 4 = 19


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|

Perception 1d20 + 5 ⇒ (5) + 5 = 10
Initative 1d20 ⇒ 17

Grand Lodge

Initiative (no surprise round):
Windom is up!
Cassandra
nDevere
Zavar
Drasven
Stirge-->please roll vs. 20% concealment


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

They come in child size!?

Windom takes a 5 foot shift to the open space, this will allow everyone to attack when this thing moves forward. He also readies his attack vs momma stirge, that will ultimately miss.

1d20 + 4 ⇒ (5) + 4 = 9


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 readies an attack for when the very large stirge exits the room

Scimitar Attack: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d6 ⇒ 5
Concealment Check: 1d100 ⇒ 58


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|

"Big un, it seems. Easier to cut at." Drasven muses as he readies his own 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

"So... that didn't work.But we caught this thing's attention." nDevere adopts a defensive stance and readies to attack when the creature leaves the room.
fighting defensively, hit AC16 for 5 damage.
Concealment 64
Will 5' if the creature is tiny so that it doesn't have access to Zavar

Grand Lodge

The giant stirge is a small creature.

Initiative (no surprise round):
Windom
Cassandra
nDevere
Zavar is up!
Drasven
Stirge-->please roll vs. 20% concealment

Grand Lodge

Botting Zavar who fires an arcane bolt at the giant stirge and 5' steps north.

Zavar's arcane bolt: 1d20 + 3 ⇒ (10) + 3 = 131d4 + 1 ⇒ (2) + 1 = 31d100 ⇒ 56

The Stirge 5' moves north attacking Drasven triggering several readied actions.

Cassandras slices its wing and breaking several bones. nDevere knees the soft yellow underbellie and it screeches in pain! Zavar's bolt of force hits it squarely between its eyes.

stirge bite, dmg, grab: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 211d4 - 1 ⇒ (2) - 1 = 11d20 + 6 ⇒ (15) + 6 = 21 Penalties included for cover. Also, 1 CON damage. Roll Fort save. You are grappled.

If it survives the Drasven's readied attack (include -4 cover penalty), the stirge leaves the trap door room and latches on Drasven's head while sticking its needle nose through Drasven's eardrum drawing out a sticky yellow fluid. The pain is excruciating!

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

"Mind the proboscis..."


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 Aoo. 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 211d12 + 4 ⇒ (8) + 4 = 121d100 ⇒ 84
Drasven swings as he grimaces.....

Grand Lodge

SPLAT! The stirge is cut in two before it is able to attack. Bug parts spray the group less Zavar as he is not adjacent to it.

Nothing of interest is in the trap door room filled with debris and rock. Where to now?


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]

How about we continue with the searching as outlined above? Either Zavar or nD will need to check the balcony if we want to go out onto it though, as it does not appear it will support much weight. We may be better served to look at it from the safety of a stronger room.

Grand Lodge

Cassamdra wrote:

5) Check doors (perception, check for locks) leading to T7. If nothing detected, open doors and search room.

6) Check doors (perception, check for locks) leading to T6. If nothing detected, open doors and search room.
7) Check doors (perception, check for locks) leading to T1a. If nothing detected, open doors and search room.
8) Check doors (perception, check for locks) leading to T5. If nothing detected, open doors and search room.

Cell X (T7)

Although this cell is rather spacious, it contains no concessions to comfort. A skeletal body dressed in the rotting remains of a prisoner’s robe lies slumped against the eastern wall, wrapped in numerous chains on which are affixed numerous weights emblazoned with several different holy symbols.

Perception DC 15:
You find an old leather bound journal underneath the skeleton wearing numerous holy symbols.

Eastern Cellblock (T6)
Each of these cells contains a prisoner’s skeleton.


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

The monk clears the bug juices from her exposed skin as she speaks."Did anyone see what might have made that shadow we saw on our approach? Was this not the location it would have been? That bug doesn't fit the silhouette I remember."
nDevere casually assists the search inside but seems distracted while checking the balcony. When the procession reaches the point where someone needs to check out there, she attempts to check it out while staying safe from the unstable floor Drasven warned of on the night before.
take 10 perception= 21 inside; 13 perception on the balcony


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 ⇒ (3) + 3 = 6

In Cell T7

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