Carrion Crown, presented by DM Hamied - Campaign Thread

Game Master Hamied


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True to Hrolf's words, the rest of you notice skittering shapes in the dark of the crumbling tower.


Male Dhampir Ranger (Skirmisher) 2

Jaxus draws an arrow and readys his bow continually scanning around the group.


Unlike the shadows, which would appear all around you, these shapes seem localized to the tower.

Knowledge (Nature) DC 15:
Based on the movement, you guess that the moving shapes are rats. You cannot discern, from this distance, whether or not there is anything supernatural about them. It does seem strange to see a teeming infestation in a place this far removed from town.


Female Half-Elf Witch (Hedge Witch) 2

Knowledge (Nature): 1d20 + 11 ⇒ (20) + 11 = 31

Well i made that one pretty easily!

"They're rats," Rosanna says, squinting at thge distant shapes, "strange to see them this far from town."


Rosanna:
Nice roll! You know the behavior of rats better than most, as they were a persistent problem in your village. Human settlements usually prove a ready source of food for the pests, so that is where they are most commonly found. They have been known to infest ruins, but usually only for short periods of time when food is accessible nearby. You have not seen any of the creatures in Ravengro; it is most peculiar to find them here and not there.

The rats currently seem entirely uninterested in your group. They seem neither afraid of you, nor a threat.


Cathran narrows her eyes. "Is it really?" she asks. "I should think that the buildings are excellent shelter for such animals, and bereft of human interference they would breed prodigiously."

Let us hope that they are not capable of communicating ill humors...

"It is likely best we avoid them," Cathran observes. "And whatever it is that has stirred them so."


Perception DC 15:
There is a sound from within the prison structure. A plink, plink, plink, as a stone falling down a well.


Cathran Perception 1d20 + 10 ⇒ (16) + 10 = 26 Cathran can hear the colors!

"Something moved within the structure," Cathran notes suddenly.


Male Dhampir Ranger (Skirmisher) 2

perception: 1d20 + 7 ⇒ (7) + 7 = 14


The rats scuttle out of view. There is no movement in the cracked opening where they were visible moments ago.


Male Dhampir Ranger (Skirmisher) 2

Jaxus looks around again and says "Well other than some rats I don't see much out here, lets head inside." He keeps his bow ready and heads toward the main door.

perception check to see if the balcony is going to fall on my head: 1d20 + 7 ⇒ (19) + 7 = 26


Looking up, you see the gargoyles leering down at you. They seem secure enough.

As you near the entrance, however, you notice a strange pattern. The ivy and grass have been cleared along the edge where the foundation meets the ground, and along this edge, a series of sinuous runes has been etched and then smeared with blood.

The runes are written in Varisian:
You recognize the words, but rarely does their order make sense. You are fairly certain these are magical incantations of some sort. A Knowledge (Arcana) check might tell you more. Regardless of their purpose, you can tell that the writings invoke the name "Lyvar Hawkran."


If no one reads it to him, Oorin will use Linguistics to try and understand the writing. Normally, this roll is made in secret by the DM. Do you want to do that or, for the sake of brevity, do you want me to just go ahead and do it? Bonus is +7.


GM Screen:
Oorin:
Linguistics - 1d20 + 7 ⇒ (3) + 7 = 10

Oorin looks carefully over the runes, but cannot decipher them.


Male Human (Ulfen) Oracle 2

Well... I can't read these. Suggest we move on?


And so, you enter Harrowstone...

:)

The front doors of the prison hang from their hinges and take some effort to move. Wood scrapes against stone as you move them from your path and step into the building.

You find yourself in a wide hall flanked by a pair of waiting rooms, but the foyer to Harrowstone now lies in ruins. With little left to hold up the ceiling, the wooden beams above sag dramatically. The wall to the north contains a large pair of oaken doors.


Male Dhampir Ranger (Skirmisher) 2

Jaxus looks around the room and heads towards the pair of doors.


The ring on the door is heavily rusted, but seems sturdy enough to pull it open. It creaks and groans. At first it sounds as any aging door might, but as it comes to a rest, the sound does not simply stop; it turns to a whisper and fades away.

You step into the next room, a second foyer. Streaks of mold stain the walls, and the floor below is a thick, gray carpet of fungal growth. Sturdy wooden doors beckon from every wall.


Male Dhampir Ranger (Skirmisher) 2

Jaxus signals everyone to stop looks closely at the carpet of fungus.

Check to see if I recognize the fungus to make sure it doesn't try to eat me.
Knowlege Nature:1d20 + 4 ⇒ (17) + 4 = 21


I don't think there's any reason to hide the result of this check, as Jaxus has directed everyone's attention to the fungus.

This species of fungus is most commonly known as "cave fuzz," despite the fact that most varieties of it are smooth. It grows in lightless places, and will attach to just about any surface. You know it to be harmless, though it is probably possible to slip on such a large concentration of it.


Male Dhampir Ranger (Skirmisher) 2

Jaxus moves forward into the room, "Well whats the plan people?"


Male Human (Ulfen) Oracle 2

Seek out whatever menace lurks here and destroy it. Hrolf says grimly, keeping his shield and mace up and ready as though expecting an ambush from every shadow.


It is noticeably warm in this room. It was not a moment ago.


Male Dhampir Ranger (Skirmisher) 2

Jaxus looks around, "Do you guys feel that?"


"Warmth in darkness," Cathran says, her expression one of concern. "Either my Lady is making us feel welcome in a place that She wishes us to cleanse, or there is another force at work."

Cathran frowns and thinks on the situation for a few moments. "The skulls last night came from lanterns, which are sources of heat."


Male Human (Ulfen) Oracle 2

It'll be those damn fire skulls again, ware! Hrolf roars as he whirls round, expecting an attack.


It continues to get warmer and warmer until it is quite hot. It feels much like the town hall did last night, when you were surrounded by flames.

Perception DC 15:
The extreme heat seems to be coming from the closed doors on the northwest, northeast and southeast walls (the door to the southwest is the one you came through; it is still open and does not seem to be a source of heat).


Male Dhampir Ranger (Skirmisher) 2

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Jaxus looks around with frustration unable to see any cause for the temperature change.


Cathran Perception 1d20 + 10 ⇒ (7) + 10 = 17

"The heat is coming from behind these closed doors," Cathran points to those at the northwest, northeast and southwest walls.

She takes a sniff at the air to smell if there is any smoke, or any other indicator of source of the heat (using the same perception roll).


There is no smoke, nor any sound of crackling fire.


Female Half-Elf Witch (Hedge Witch) 2

1d20 + 2 ⇒ (17) + 2 = 19

Rosanna glances shyly at the more confident half-elf "I agree" she says in a low whisper. "though i can't smell or hear anything... perhaps touch?" With that the slight girl moves to the southwest wall and carefully places the back of her left hand against the door there, trying to feel if the door itself feels hot.


The door does indeed feel hot. It as if there is a fire raging on the other side, yet the door does not smolder in the least. Aside from being old, it appears undamaged.


Oorin walks up to the door to feel the heat for himself. He turns to the others, "I enjoy some protection from heat and flame; would you like me to open the door?"


Male Human (Ulfen) Oracle 2

Be my guest. I'll stand behind you and bash anything that jumps out at you.


I think I was unclear before. You came through the SW door. It is open and there is no heat coming from it. I had mistakenly thought that Rosanna was touching the SE door. Sorry for any confusion. The doors to the NW, NE, and SE are all closed, and all sources of extreme heat. Which do you open?


Female Half-Elf Witch (Hedge Witch) 2
DM Hamied wrote:
I think I was unclear before. You came through the SW door. It is open and there is no heat coming from it. I had mistakenly thought that Rosanna was touching the SE door. Sorry for any confusion. The doors to the NW, NE, and SE are all closed, and all sources of extreme heat. Which do you open?

Sorry,.. That's my mistake. Errata for NW instead.


Ah, but I fed you incorrect information after you asked!

Confirming that Oorin is opening the NW door?


I'm probably holding things up unnecessarily. NW door it is!

Oorin reaches up and takes hold of the ring on the door and pulls it open. A blast of heat comes from the hallway and rushes past all of you, seeming to dissipate almost immediately. A long, dark hallway looms in front of you. Before you can make out further details, however, seven ghostly faces appear in the corridor, badly-burned and screaming in agony.

They rush towards the open door and it slams in Oorin's face.


Male Dhampir Ranger (Skirmisher) 2

"Awww, that was interesting." Jaxus says as he stares at the door. "Lets try another one."


NE and SE doors have yet to be opened. Are you going for one of those?


Male Dhampir Ranger (Skirmisher) 2

Jaxus walks over to the NE door and slowly opens it.


The door does not open; it is stuck fast.

When trying to open a locked door, you can usually feel the bolt catch as you try to pull or push it, but this one does not budge in the least.

A Knowledge (Religion) check might yield some insight.


Male Human (Ulfen) Oracle 2

Told you there was something evil afoot here... Hrolf mutters as he sees what happens with the first door.

1d20 + 5 ⇒ (3) + 5 = 8 Knowledge (Religion)


While Hrolf is quite sure whatever is holding the door fast is supernatural, he can't come to any conclusions about said power.


Male Dhampir Ranger (Skirmisher) 2

Jaxus snarls with impateints and storms over to the door Oorin just opened and kicks it open again.


The door does not budge. It is now held fast, just like the other.


You feel as if there is another presence in the room now, beyond the number of your group.


Male Dhampir Ranger (Skirmisher) 2

Jaxus snarls again spinning in a circle looking at all the doors.

Ok what door haven't we tried yet?


The southeast door is also stuck. As you touch the handle, you hear screams come from beyond all three of the firmly held doors. Whatever is binding them shut is clearly connected.

This is more of a Knowledge (Religion) situation, but given the circumstances, a Knowledge (Arcana) might also be applicable.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Knowledge: Arcana - 1d20 + 9 ⇒ (12) + 9 = 21

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