DM-Camris' CARRION CROWN Chapter 2: Trial of the Beast

Game Master Camris

The Beast of Lepidstadt has been captured! Upon traveling to Lepidstadt, the adventurers must discover whether the legendary monster is truly a killer or merely the instrument of some greater evil—and either way, whether it’s too dangerous to be allowed to survive.
HERGSTAG OVERVIEW


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Continuing the previous Discussion page from Chapter 1: The Haunting of Harrowstone.


Have you guys leveled up?


Also, did you guys split up the loot from the final boss fight? And who ended up with Warden Hawkran's badge?


And check out the Recruitment tab; tell me if anyone jumps out at you as a must-have teammate.


Male Half-Orc Paladin (Undead Scourge)/4;HP 43/43; AC 19 T 11 FF 17; Fort +9; Ref +5 Will +8; CMB +6; CMD 18; Per +1; Init +1; Spd 20ft.

I still need to level. I take it we're not continuing the pre-gen tradition?


Yes, we're abandoning the requirement for the Pre-gens. Good as they might be, people like to make their own. Feel free to switch out to a new character if you feel the need.


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

hp: 1d8 ⇒ 6

The items themselves consist of a +1 keen longsword, a +1
mithral dagger, and a ring of protection +1

So, Agrimar has been the man on the front line. +1 keen longsword, +1 ring of protection, and the warden's badge are all for him. The +1 keen longsword is worth him becoming a sword and shield guy. Buying full plate armor is probably in his future.

I take the +1 mithral dagger.

And, I think I stick with the pregen. It has been fun.

Pendant, Gravewatch
Aura faint abjuration; CL 3rd
Slot neck; Price 8,000 gp; Weight 1 lb.
DESCRIPTION
Favored by the grave-wardens of sites known to be infested with the spirits of the dead, this pendant is an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth. A faint blue light limns the wearer, protecting him from attack.
Undead creatures are repulsed by this light and take a —2 penalty on all attack rolls against the wearer of a gravewatch pendant. Incorporeal undead creatures are further repulsed and instead take a —4 penalty on all attack rolls against the wearer. Undead creatures can sense this light easily, however, and receive a +4 circumstance bonus on Perception checks to detect a creature wearing this pendant.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, protection from evil; Cost 4,000 gp.


Male Half-Orc Paladin (Undead Scourge)/4;HP 43/43; AC 19 T 11 FF 17; Fort +9; Ref +5 Will +8; CMB +6; CMD 18; Per +1; Init +1; Spd 20ft.

No complaints there. I will also be staying with Agrimar.


Male Varisian Inquisitor 7 (AC 23/15Tch/19FF, 22 CMD/18FF, HP 55/55, Fort +8, Ref +7, Will +9, Init +7, Per +13)
Skills:
Climb +5, Heal +10, Intimidate +9, K(Arcana) +7*, K(Dungeon) +6*, K(Nature) +7*, K(Planes) +5*, K(Religion) + 11*, Perception +13, Ride +7, Sense Motive +16, Spellcraft +9, Stealth + 13, Survival +10*, Swim +5

Hi folks. Thanks much to you, DM-Camris, for accepting me into the game. I'm looking forward to playing with you guys. :)


Female Elf Slayer 1 / Wizard (Void Elementalist Shadowcaster) 3 | AC 18 T 13 FF 15 | HP 25/32 | F +4 R +6 W +2 | Init +3 | Perc +6

Hello, everyone! Just checking in, and thanks for having me. I'm a huge fan of the Gothic revival, so I'm looking forward to this. If Skiia eventually comes across as a bit of a character out of an Ann Radcliffe novel, that's not accidental. ;)


Female Human Oracle of Pharasma 7; 52/52 HP; AC:13 [19] Touch 13 FF 10 [16]; F +6 R +4 W +8 (+12 fear); Init +2; Perception +7 (+11 undead/ can percieve ethereal undead)

Hey everyone, reporting for duty! Thanks you for having me.


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

Welcome all -- thanks DM for recruiting some quality help for us.


Welcome recruits!

To introduce the new guys, I'm thinking that there is a coach that comes through Ravengro once a week.
The new guys arrive in it and meet the survivors there as they are getting ready to take it out of town. The coachman will hit the pub while the horses are serviced, giving you time to interact. The new guys will have been mentioned in the reading of the Will, so you'll have something to talk about.
Anyone want to do something different?


Male Varisian Inquisitor 7 (AC 23/15Tch/19FF, 22 CMD/18FF, HP 55/55, Fort +8, Ref +7, Will +9, Init +7, Per +13)
Skills:
Climb +5, Heal +10, Intimidate +9, K(Arcana) +7*, K(Dungeon) +6*, K(Nature) +7*, K(Planes) +5*, K(Religion) + 11*, Perception +13, Ride +7, Sense Motive +16, Spellcraft +9, Stealth + 13, Survival +10*, Swim +5

I'm honestly pretty flexible here. That seems reasonable, though I had been thinking about buying a horse (makes more sense for my backstory). I have just enough funds I think (need to check). It might be that we joined some trade caravan bound here instead? I figure travellers would typically want to do that for safety and the caravans would probably welcome three experienced combatants with open arms.

As I said though, whatever works. I would definitely travel with someone to Ravengro though.


Female Elf Slayer 1 / Wizard (Void Elementalist Shadowcaster) 3 | AC 18 T 13 FF 15 | HP 25/32 | F +4 R +6 W +2 | Init +3 | Perc +6

Hmm. That sounds OK, but maybe the coach's schedule could have it stop overnight in Ravengro? That would give the group a bit more time to get to know one another and for the ones that have just gone through Harrowstone to catch their breath a bit. I don't think we would need to change how we actually play through the meeting much (i.e., we could just assume that everyone's made their introductions and they're just getting to exercise any lingering curiosity while travelling), but it would be a bit less jarring then suddenly having three new people show up and suddenly be swept off an adventure in the time it takes to change the horses, unless the party's on a timer. Just my 2 cp.

Alternatively, Skiia has mount among her spells known, so she could wander into town on her own, or catch up with the coach just before it arrives.


All right, the coach has arrived. For game convenience sake, those of you who aren't taking the coach into town arrive at the same time in your own way.
And...
...action!


Female Human Oracle of Pharasma 7; 52/52 HP; AC:13 [19] Touch 13 FF 10 [16]; F +6 R +4 W +8 (+12 fear); Init +2; Perception +7 (+11 undead/ can percieve ethereal undead)

Sory was without internet for a couple days. They're coming to fix it tomorrow. Posting from work now.


Male Half-Orc Paladin (Undead Scourge)/4;HP 43/43; AC 19 T 11 FF 17; Fort +9; Ref +5 Will +8; CMB +6; CMD 18; Per +1; Init +1; Spd 20ft.

Hp: 1d10 + 2 ⇒ (2) + 2 = 4

aaaand reroll

Hp: 1d10 + 2 ⇒ (10) + 2 = 12

Also, I assume we gave the cursed items (Lopper's Handaxe, etc) over to the Pharasmins to properly dispose of?


Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.

Can the piper's pipe be uncursed?


Male Varisian Inquisitor 7 (AC 23/15Tch/19FF, 22 CMD/18FF, HP 55/55, Fort +8, Ref +7, Will +9, Init +7, Per +13)
Skills:
Climb +5, Heal +10, Intimidate +9, K(Arcana) +7*, K(Dungeon) +6*, K(Nature) +7*, K(Planes) +5*, K(Religion) + 11*, Perception +13, Ride +7, Sense Motive +16, Spellcraft +9, Stealth + 13, Survival +10*, Swim +5

I'll need to go to the temple to make a report, but I'll be busy until around noon PST.


The curses on the haunted items of the five ghosts fade and disappear after the cleansing of Harrowstone by Vesorianna's ghost.
The Lopper's hand axe can now be cleaned of the bloodstains, and the enchantment has faded to its ordinary +1 value (it's no longer a ghost touch weapon). For those of you who can Detect Evil, it still has a vaguely unpleasant 'feel' to it.
The Piper of Ilmarsh's silver flute similarly has its curse (and enchantment) fade until it is only a masterwork silver flute again.
So yes, the items are no longer cursed.


Are you done with Father Grimburrow? We should probably move along to the next scene if you are....


Male Varisian Inquisitor 7 (AC 23/15Tch/19FF, 22 CMD/18FF, HP 55/55, Fort +8, Ref +7, Will +9, Init +7, Per +13)
Skills:
Climb +5, Heal +10, Intimidate +9, K(Arcana) +7*, K(Dungeon) +6*, K(Nature) +7*, K(Planes) +5*, K(Religion) + 11*, Perception +13, Ride +7, Sense Motive +16, Spellcraft +9, Stealth + 13, Survival +10*, Swim +5

I think I'm good, I can write on the road and send my letters the next time I see a courier.


Male Varisian Inquisitor 7 (AC 23/15Tch/19FF, 22 CMD/18FF, HP 55/55, Fort +8, Ref +7, Will +9, Init +7, Per +13)
Skills:
Climb +5, Heal +10, Intimidate +9, K(Arcana) +7*, K(Dungeon) +6*, K(Nature) +7*, K(Planes) +5*, K(Religion) + 11*, Perception +13, Ride +7, Sense Motive +16, Spellcraft +9, Stealth + 13, Survival +10*, Swim +5

@Ereviss: You can check this post to see what I meant. Christoph asked the Father to allow you to buy them in his name (at the lower cost) and the Father acquiesced in the next post. DM Camris, feel free to correct me if I'm misinterpreting this. :)


Christoph: You are correct sir; the whole party now gets the price break for Holy Water.


Male Varisian Inquisitor 7 (AC 23/15Tch/19FF, 22 CMD/18FF, HP 55/55, Fort +8, Ref +7, Will +9, Init +7, Per +13)
Skills:
Climb +5, Heal +10, Intimidate +9, K(Arcana) +7*, K(Dungeon) +6*, K(Nature) +7*, K(Planes) +5*, K(Religion) + 11*, Perception +13, Ride +7, Sense Motive +16, Spellcraft +9, Stealth + 13, Survival +10*, Swim +5

One question, would it be acceptable to treat the book (which is also a Pharasmin holy text) as a Masterwork tool that gives a bonus to Knowledge(Religion) but only related to undead? I'd deduct 50 gp from my current cash total. I forgot to ask about this earlier, but it seems appropriate given my backstory. Seems like it should require some time to study before it can be of use. (This Arcane Family Workbook or Adventurer's Chronicle might be appropriate as models.)


Christoph: Yes that seems appropriate. Go ahead.


Female Elf Slayer 1 / Wizard (Void Elementalist Shadowcaster) 3 | AC 18 T 13 FF 15 | HP 25/32 | F +4 R +6 W +2 | Init +3 | Perc +6

Just to let everyone know, the last half of my week is going to be hellish for work. Burning the midnight oil tomorrow through to travelling to a conference over the weekend and into next week, so I may not be able to post as frequently as I like. From Friday afternoon through to early next Wednesday, I'm not even sure I'll have reliable internet access. If more monsters show up or just to keep things moving, feel free to take charge of Skiia if everyone would be waiting on her otherwise.


Female Human Oracle of Pharasma 7; 52/52 HP; AC:13 [19] Touch 13 FF 10 [16]; F +6 R +4 W +8 (+12 fear); Init +2; Perception +7 (+11 undead/ can percieve ethereal undead)

Sorry been on vacation this week and will be camping for a couple days. Access may be limited or non-existent until Sunday.


OK guys, you all have a piece of the puzzle; you should be able to put it together now...


Male Half-Orc Paladin (Undead Scourge)/4;HP 43/43; AC 19 T 11 FF 17; Fort +9; Ref +5 Will +8; CMB +6; CMD 18; Per +1; Init +1; Spd 20ft.

Is this a suprise round or regular combat? Since I can't hit it from where i'm standing without moving...


No surprise.
Your readied action counts as a Standard action, which I say is going on at the same time as the spiders.


But with Rhia shouting a warning, you would just have time for a step or two.


Male Varisian Inquisitor 7 (AC 23/15Tch/19FF, 22 CMD/18FF, HP 55/55, Fort +8, Ref +7, Will +9, Init +7, Per +13)
Skills:
Climb +5, Heal +10, Intimidate +9, K(Arcana) +7*, K(Dungeon) +6*, K(Nature) +7*, K(Planes) +5*, K(Religion) + 11*, Perception +13, Ride +7, Sense Motive +16, Spellcraft +9, Stealth + 13, Survival +10*, Swim +5

@DM Camris: Did the Gallant Inspiration that Ereviss cast do anything to the bow shot that Skiia made? Her roll was a 15 + 3 Gallant inspiration for an 18 total to hit. Damage was 7. I'll post an action shortly, but I wanted to know if that did anything before I use a spell slot.


I see it. When he said 'swift action' I was going to deny it, since that's only on your turn; but it really is an immediate.


Female Human Oracle of Pharasma 7; 52/52 HP; AC:13 [19] Touch 13 FF 10 [16]; F +6 R +4 W +8 (+12 fear); Init +2; Perception +7 (+11 undead/ can percieve ethereal undead)

Loot:

a potion of fox’s cunning,
a magnifying glass with a gold handle (worth 100 gp),
a small wooden box containing a set of brass weights (the box has a false bottom noticeable with a DC 25 Perception check, which conceals three silver ingots worth 100 sp each),
a walnut traveling case with a pair of superior locks and their keys sealed in wax,
and a jar of pickled garlic cloves among the unsettling skeletal body parts left behind.


Male Half-Orc Paladin (Undead Scourge)/4;HP 43/43; AC 19 T 11 FF 17; Fort +9; Ref +5 Will +8; CMB +6; CMD 18; Per +1; Init +1; Spd 20ft.

Is the coachman dead or just paralyzed?


The coachman is paralyzed, not dead.


Male Varisian Inquisitor 7 (AC 23/15Tch/19FF, 22 CMD/18FF, HP 55/55, Fort +8, Ref +7, Will +9, Init +7, Per +13)
Skills:
Climb +5, Heal +10, Intimidate +9, K(Arcana) +7*, K(Dungeon) +6*, K(Nature) +7*, K(Planes) +5*, K(Religion) + 11*, Perception +13, Ride +7, Sense Motive +16, Spellcraft +9, Stealth + 13, Survival +10*, Swim +5

Just to clarify, are we mostly speaking Taldan (common) or Varisian? I would assume Taldan but I wanted to be sure.


I believe Taldan=Common around here.


Male Varisian Inquisitor 7 (AC 23/15Tch/19FF, 22 CMD/18FF, HP 55/55, Fort +8, Ref +7, Will +9, Init +7, Per +13)
Skills:
Climb +5, Heal +10, Intimidate +9, K(Arcana) +7*, K(Dungeon) +6*, K(Nature) +7*, K(Planes) +5*, K(Religion) + 11*, Perception +13, Ride +7, Sense Motive +16, Spellcraft +9, Stealth + 13, Survival +10*, Swim +5

Hey guys, sorry for going radio silent. I did some holiday travelling and had a technical breakdown that left me (unexpectedly) without internet access. I just got back this evening and will post in a bit. I will be a bit spotty through the rest of the end of the year between work and holiday stuff.


Anyone have any questions?


Male Varisian Inquisitor 7 (AC 23/15Tch/19FF, 22 CMD/18FF, HP 55/55, Fort +8, Ref +7, Will +9, Init +7, Per +13)
Skills:
Climb +5, Heal +10, Intimidate +9, K(Arcana) +7*, K(Dungeon) +6*, K(Nature) +7*, K(Planes) +5*, K(Religion) + 11*, Perception +13, Ride +7, Sense Motive +16, Spellcraft +9, Stealth + 13, Survival +10*, Swim +5

Just checking in to say I'm still around. I can take a stab at asking question directly, but my Diplomacy is pretty worthy of derision. :) Hoping to ask via proxy (Ereviss).


Off to the coast for vacation, back Sunday.


Male Varisian Inquisitor 7 (AC 23/15Tch/19FF, 22 CMD/18FF, HP 55/55, Fort +8, Ref +7, Will +9, Init +7, Per +13)
Skills:
Climb +5, Heal +10, Intimidate +9, K(Arcana) +7*, K(Dungeon) +6*, K(Nature) +7*, K(Planes) +5*, K(Religion) + 11*, Perception +13, Ride +7, Sense Motive +16, Spellcraft +9, Stealth + 13, Survival +10*, Swim +5

Just checking in. Are you waiting on us for anything, GM Camris?


Female Human Oracle of Pharasma 7; 52/52 HP; AC:13 [19] Touch 13 FF 10 [16]; F +6 R +4 W +8 (+12 fear); Init +2; Perception +7 (+11 undead/ can percieve ethereal undead)

Wow I stopped getting updates from this game and thought it just wasn't moving.


No, no, was out on vacation (expected), then kidney stones (unexpected).
We should be in business now.


Are you guys waiting on something?


Male Varisian Inquisitor 7 (AC 23/15Tch/19FF, 22 CMD/18FF, HP 55/55, Fort +8, Ref +7, Will +9, Init +7, Per +13)
Skills:
Climb +5, Heal +10, Intimidate +9, K(Arcana) +7*, K(Dungeon) +6*, K(Nature) +7*, K(Planes) +5*, K(Religion) + 11*, Perception +13, Ride +7, Sense Motive +16, Spellcraft +9, Stealth + 13, Survival +10*, Swim +5

Sorry, didn't see the updates where you posted for some reason, so I thought we were still waiting to hear back from you. :( My bad. I've posted now, though further actions depend what everyone else find.


Can you guys see the update?

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