DM-Camris' CARRION CROWN Chapter 1: The Haunting of Harrowstone (Inactive)

Game Master Camris

When a mysterious evil disturbs Harrowstone’s tenuous spiritual balance, a ghostly prison riot commences that threatens to consume the nearby village in madness and flames.
Can the heroes discover the secrets of Harrowstone and quell a rebellion of the dead? Or will they be the spirit-prison’s next inmates?


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Male Half-Elf Ranger (skirmisher) 2

Merenso shouts out to Xuij: "We could use help in putting down a floating farming tool!", then repeats his maneuver.
Sunder: 1d20 + 5 ⇒ (16) + 5 = 21
Dmg: 1d10 + 4 ⇒ (6) + 4 = 10


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.

Ereviss attempts to put holy energy into the cloud, touching it with his wand.
touch/CLW: 1d20 + 3 ⇒ (20) + 3 = 231d8 + 1 ⇒ (2) + 1 = 3
If Critical allowed in this situation
touch confirm/xtra damage: 1d20 + 3 ⇒ (10) + 3 = 131d8 + 1 ⇒ (8) + 1 = 9


Dhampir Inquisitor 2

Following Merenso's example, Fengrig swings his morningstar at the scythe itself.

Sunder attempt: 1d20 + 3 ⇒ (4) + 3 = 7

Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Female Aasimar Summoner 3

Domminia in concert with Theodoric and flanks the scythe 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24 confirm 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12 probably not, 1d8 + 1 ⇒ (8) + 1 = 9 but if yes 2d8 + 2 ⇒ (1, 4) + 2 = 7

Theodoric attacks 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 damage 2d6 + 7 ⇒ (4, 1) + 7 = 12


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.

And I think the ride has come to a complete stop :-(1


Not so fast there...

Round 3_______________________
The party continues to bat the scythe around as it whirls around slashing into you, until Ereviss hits it with his wand perfectly. The grayish protective aura is stripped away as Dominnia connects with a terrific hit that snaps the whirling scythe in two.
The scythe falls clattering to the pavestoned deck and you hear the cries of the condemned wail in despair as they seem to retreat into infinity.
The balcony resumes its silent fog enshrouded emptiness.


Recapping where you are:

Standing at the top of the western stairway of Ravengro Prison, you gaze east out on a wide weather-beaten stone balcony. Ahead, ruined wooden benches line the eastern wall under a row of tiny, barred windows above. A stout wooden door sits in the wall near the northern end of the balcony.
But directly ahead of you, the focus of attention for the benches rests a large, rectangular block of stone. Shards of a broken Executioners Scythe litter the ground around it.


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.

Ereviss approaches to read the stone. If nothing spectacular happens, he leads the group over to the door inside at the north end of the balcony.


The execution stone has numerous thin scratches testifying to it's gruesome history. You kick aside pieces of the scythe as you make your way to the door.
This windowless portal into the prison is very stout, and the handle does not move when you try to open it. It is very locked.


Dhampir Inquisitor 2

Fengrig thumps the heavy door with the butt of his mace.

"I guess whoever ran the place was as concerned with people breaking in as breaking out."


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.

Ereviss jokes, "Maybe someone less delicate can get us in?"


There is a keyhole for a heavy lock present under the door handle.


Tis I young man as he gets himself a head of steam and tries to break the door down.

Strength 1d20 + 6 ⇒ (4) + 6 = 10


Between them, their supernatural strength of Fengring and Theodoric manage to batter the very tough door open. It took some time and made a lot of noise, but it is open now.
When the echos fade, the portal now stands open. It's an illusion of course, but the darkness beyond seems to flow out like water flowing under your feet.


Who enters first?

Whoever does...:

Whoever does finds himself in a short ten foot hallway of dressed stone.
At the other end is another heavy armored door just like the one you just broke to get in. But this one has the deadbolts and locks on this side. They might be a little stiff, but you should be able to open it from this side.


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.

Ereviss is excited to finally enter. He waits till everyone is inside before opening the door, but carefully examines the door.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20


Female Aasimar Summoner 3

Domminia smiles and opens the door with one hand and her spear in the other.

Let's get a move on, shall we?


When you open the door, your light sources reveal Row upon row of ten-foot-square prison cells lining the walls, each separated from the passing hallway by a series of iron bars fitted with a narrow iron door. The mist outside was a roaring storm compared to the silence here.
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.
Open passageways extend ahead of you (South) and to your left (East).

What do you do?


Dhampir Inquisitor 2

"Well," Fengrig says as he glances down one, then the other passageway, "Does anyone have a preferred direction, or should we just choose at random?"


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.

"Let's try east. Kendra, stay close."


Female Aasimar Summoner 3

Six of one, half dozen of another says Domminia as she grabs Kendra by the hand and walks east.


As you walk down the corridor between the cells, you are arrested by the the rising sound of a flute. It is high and sweet, and you cannot help but stop and listen.

Willpower saves for everybody!


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.

Will: 1d20 + 3 ⇒ (2) + 3 = 5 +2 if enchantment


Female Aasimar Summoner 3

Will 1d20 + 4 ⇒ (11) + 4 = 15 add 2 if fear.


Dhampir Inquisitor 2

Willpower save: 1d20 + 5 ⇒ (10) + 5 = 15


Human (Tia.) Alchemist L1 | AC15 | hp 25/10 | Percep +5

Will: 1d20 + 1 ⇒ (17) + 1 = 18


Kendra:
Will: 1d20 + 6 ⇒ (1) + 6 = 7


[npc] Ysabot 1d20 + 4 ⇒ (8) + 4 = 12
[npc] Merenso 1d20 + 1 ⇒ (17) + 1 = 18


The wierd dirge played by the haunting flute raises a thrill of fear in you as the hair raises on the backs of your necks.
Ereviss, Kendra and Ysabot are afflicted with the Shaken condition.
With a grinding scrape of bone on stone, the skeletons of the prisoners slowly rise from where they were sprawled; they thrust their arms through the bars to grasp at you, trying to pull you close. Several break free of their cells and attack Ereviss, Fengring, Merenso and Domminia.
Skeleton claw attack1 vs Ereviss: 1d20 + 2 ⇒ (11) + 2 = 13 for a possible 1d4 + 2 ⇒ (2) + 2 = 4 piercing damage.
Skeleton claw attack2 vs Ereviss: 1d20 + 2 ⇒ (4) + 2 = 6 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 piercing damage.
Skeleton claw attack1 vs Fengring: 1d20 + 2 ⇒ (20) + 2 = 22 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 piercing damage.
..Crit confirm?: 1d20 + 2 ⇒ (19) + 2 = 21 for a possible extra 1d4 + 2 ⇒ (2) + 2 = 4 piercing damage.
Skeleton claw attack2 vs Fengring: 1d20 + 2 ⇒ (19) + 2 = 21 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 piercing damage.
Skeleton claw attack1 vs Merenso: 1d20 + 2 ⇒ (14) + 2 = 16 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 piercing damage.
Skeleton claw attack2 vs Merenso: 1d20 + 2 ⇒ (19) + 2 = 21 for a possible 1d4 + 2 ⇒ (2) + 2 = 4 piercing damage.
Skeleton claw attack1 vs Domminia: 1d20 + 2 ⇒ (18) + 2 = 20 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 piercing damage.
Skeleton claw attack2 vs Domminia: 1d20 + 2 ⇒ (2) + 2 = 4 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 piercing damage.


ROUND 1_____

Players take their turn as they post, enemies will go last.


Dhampir Inquisitor 2

"Back to the grave!" Fengrig shouts as he swings his morningstar at the skeleton that attacked him.

Attack roll: 1d20 + 3 ⇒ (4) + 3 = 7
Damage roll: 1d8 + 2 ⇒ (6) + 2 = 8


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.

Ereviss swings with his sword cane
hit/damage: 1d20 + 1 ⇒ (14) + 1 = 151d6 ⇒ 2


Female Aasimar Summoner 3

Domminia and Theodoric move in concert and attack and flank the skeleton D 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18 and 1d8 + 1 ⇒ (3) + 1 = 4

and Theodoric 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 and 2d6 + 7 ⇒ (4, 4) + 7 = 15


ROUND 1_____

Fengrig Salant_______________________________________
"Back to the grave!" Fengrig shouts as he swings his morningstar at the skeleton that attacked him.
But interference from the skeletons grasping at him from between the bars to either side causes him to miss.

Ereviss Ladyhunter________________________________________
Ereviss swings with his sword cane. But his blade simply rattles around inside his ribcage ineffectually.

Domminia Vorsaife________________________________________
Domminia and Theodoric move in concert to attack and flank a skeleton.
Domminia swings and connects, but fails to do any damage. Due to DR.
Theodoric takes a mighty swing, but interference from the skeletons grasping at him from between the bars to either side causes him to miss.

[npc] Ysabot___________________________________
Ysabot starts to attack with her quarterstaff, but interference from the skeletons grasping at her from between the bars to either side causes her to miss.

Ysabot or Perception DC22:
Persimmon, her cat familiar, flattens her ears and hisses. She appears to be staring at a point down the hallway way behind the skeleton pack.

[npc] Merenso_________________________________
Merenso draws his bow and fires, but he can’t get it into play in the enclosed space with the interference of the grasping skeletons to either side. Rethinking his tactics, he draws his buckler and handaxe, reversing the bit so he can attack with the blunt side.

Xiuj_______________________________________
In the middle of the pack, Xiuj mutters darkly in Tien as he mixes a couple of bottles.

Kendra____________________________________
Kendra shrieks in fear, raising her hands like she’s protecting her head. Even protected in the middle of the pack, she’s looking like she’s out of her mind with terror. Her eyes are wide, staring at nothing.
”No! No! It’s the Piper!”

Enemies_______________________________

The wierd dirge played by the haunting flute continues to raise a thrill of fear in you as the hair raises on the backs of your necks.
Ereviss, Kendra and Ysabot are afflicted with the Shaken condition.
The skeletons continue their attack.
Skeleton claw attack1 vs Ereviss: 1d20 + 2 ⇒ (5) + 2 = 7 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 piercing damage.
Skeleton claw attack2 vs Ereviss: 1d20 + 2 ⇒ (5) + 2 = 7 for a possible 1d4 + 2 ⇒ (2) + 2 = 4 piercing damage.
Skeleton claw attack1 vs Fengring: 1d20 + 2 ⇒ (20) + 2 = 22 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 piercing damage.
..Crit confirm?: 1d20 + 2 ⇒ (14) + 2 = 16 for a possible extra 1d4 + 2 ⇒ (4) + 2 = 6 piercing damage.
Skeleton claw attack2 vs Fengring: 1d20 + 2 ⇒ (20) + 2 = 22 for a possible 1d4 + 2 ⇒ (2) + 2 = 4 piercing damage.
..Crit confirm?: 1d20 + 2 ⇒ (15) + 2 = 17 for a possible extra 1d4 + 2 ⇒ (1) + 2 = 3 piercing damage
Skeleton claw attack1 vs Merenso: 1d20 + 2 ⇒ (6) + 2 = 8 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 piercing damage.
Skeleton claw attack2 vs Merenso: 1d20 + 2 ⇒ (12) + 2 = 14 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 piercing damage.
Skeleton claw attack1 vs Domminia: 1d20 + 2 ⇒ (12) + 2 = 14 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 piercing damage.
Skeleton claw attack2 vs Domminia: 1d20 + 2 ⇒ (6) + 2 = 8 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 piercing damage.


ROUND 2_____

Players take their turn as they post, enemies will go last.
Ereviss, Kendra and Ysabot are afflicted with the Shaken condition.


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.

Ereviss is hitting with it as a cane.

Ereviss uses his wand. touch.clw: 1d20 + 3 - 3 ⇒ (3) + 3 - 3 = 31d8 + 1 ⇒ (1) + 1 = 2


Female Aasimar Summoner 3

Domminia winks at Theodoric and tries to grapple the skeleton 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14 and if successful

Theodoric does a coup de grace on the target which would be 4d6 + 14 ⇒ (6, 2, 6, 6) + 14 = 34 with his great sword. if Domminia is unsuccessful then Theodoric attacks with his sword 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 with a 2d6 + 7 ⇒ (5, 5) + 7 = 17


Dhampir Inquisitor 2

"I'll be damned if a walking heap of bones sends me to the great hereafter," Fengrig snarls, and winds back for another blow against the skeleton.

Activates healing judgment, gains fast healing 1 until combat ends.

Attack with morningstar: 1d20 + 3 ⇒ (16) + 3 = 19
Damge: 1d8 + 2 ⇒ (6) + 2 = 8


ROUND 2_____

Ereviss Ladyhunter________________________________________
In retrospect, Ereviss’ cane had actually shattered several ribs in one of his attacker.
Ereviss uses his wand to attack, but misses. The charge still glows a golden yellow at the wands tip.

Domminia Vorsaife________________________________________
Domminia winks at Theodoric and tries to grapple the skeleton and succeeds!
But since she is untrained in grappling, the skeleton makes an attack of opportunity.
skeleton AoO vs Domminia: 1d20 + 2 ⇒ (13) + 2 = 15 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 claw damage.
Bear in mind, it’s only Grappled this round and not helpless, you can try for a pin to make it helpess next round.
then Theodoric attacks with his sword, his mighty swing completely shattering the skeleton, bones flying everywhere and leaving Domminia holding a tibia.

Fengrig Salant________________________________________
"I'll be damned if a walking heap of bones sends me to the great hereafter," Fengrig snarls, and winds back for another blow against the skeleton. Which also pulverizes a skeleton.

[npc] Merenso Kull______________
Merenso lashes out with his sword
Longsword attack: 1d20 + 5 ⇒ (5) + 5 = 10 for a possible 1d8 + 3 ⇒ (5) + 3 = 8 damage.

[npc] Xiuj______
Xiuj shouts something in Tian and hurls a bottle towards the back of the skeletons. It bursts into a blossom of flame, and one of the skeletons appears to be on fire.

[npc] Kendra__________
Kendra backs away in fear, and skeletal hands grab her from between the bars and pull her back against the bars. [Grappled condition]
”No! The piper! Don’t let him get me!” She shrieks.

[npc] Ysabot___________________________________
Ysabot swings her quarterstaff, and shatters a skeleton. But she stops and looks down at her cat familiar, Persimmon. The cat is flattening her ears and hissing. She appears to be staring at a point down the hallway way behind the skeleton pack. ”What? What is it Persimmon?” She asks.

Enemies_______________________________
The wierd dirge played by the haunting flute continues to raise a thrill of fear in you as the hair raises on the backs of your necks.
Ereviss, Kendra and Ysabot are afflicted with the Shaken condition.
The skeletons continue their attack, more coming out of cells down the way to replace the ones shattered in the fight.
Skeleton claw attack1 vs Ereviss: 1d20 + 2 ⇒ (5) + 2 = 7 for a possible 1d4 + 2 ⇒ (2) + 2 = 4 claw damage.
Skeleton claw attack2 vs Ereviss: 1d20 + 2 ⇒ (15) + 2 = 17 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 claw damage.
Skeleton claw attack1 vs Fengring: 1d20 + 2 ⇒ (7) + 2 = 9 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 claw damage.
Skeleton claw attack2 vs Fengring: 1d20 + 2 ⇒ (3) + 2 = 5 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 claw damage.
Skeleton claw attack1 vs Merenso: 1d20 + 2 ⇒ (13) + 2 = 15 for a possible 1d4 + 2 ⇒ (2) + 2 = 4 claw damage.
Skeleton claw attack2 vs Merenso: 1d20 + 2 ⇒ (11) + 2 = 13 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 claw damage.
Skeleton claw attack1 vs Theodoric: 1d20 + 2 ⇒ (11) + 2 = 13 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 claw damage.
Skeleton claw attack2 vs Theodoric: 1d20 + 2 ⇒ (16) + 2 = 18 for a possible 1d4 + 2 ⇒ (2) + 2 = 4 claw damage..


Ereviss Will save: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Fengring Will save: 1d20 + 5 ⇒ (6) + 5 = 11
Merenso Will save: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12
Domminia Will save: 1d20 + 4 ⇒ (7) + 4 = 11
Xiuj Will save: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10

Ereviss stiffens to rigidity, standing motionless entranced by the music, eyes looking in horror in the same direction as Persimmon.

Ereviss:

You are afflicted with a Hold Person, entranced by the music. You get a Will save DC14 each round to break free.
Down behind the skeletons, you see something that just swims into visibility. It is a vision of the ghostly Piper himself; a sardonic, good looking man with black hair and a goatee. He is playing a flute, chains from his wrists trail off through the floor. As he slowly approaches, you see he is attended by a flock of stirges, orbiting around him in a hummingbirds flutter of wings...


ROUND 3_____

Players take their turn as they post, enemies will go last.
Previous Shaken conditions fade out, but now all players must make a Will Save DC14 or be afflicted by another round of the Shaken condition.


Female Aasimar Summoner 3

Domminia throws the tibia on the floor and says "Where's the damned Piper?"

Domminia moves to be in flank with Theodoric 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8 for 1d8 + 1 ⇒ (3) + 1 = 4

Theodoric attacks the Skeleton 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 for 2d6 + 7 ⇒ (2, 6) + 7 = 15

Domminia Will 1d20 + 4 ⇒ (5) + 4 = 9+2 versus fear


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.

Will vs HP: 1d20 + 3 ⇒ (11) + 3 = 14 +2 vs enchant Will vs shaken: 1d20 + 3 ⇒ (2) + 3 = 5 +2 vs enchant


[npc] YSABOT
"Wait! Persimmon sees something! There, beyond those skeletons!" She points south, to a point ten feet beyond the skeleton swarm there, about forty feet away.


Human (Tia.) Alchemist L1 | AC15 | hp 25/10 | Percep +5

Xiuj pulls out a vial of powder, mutters something under his breath, sucks up half of the bottle with a straw, then blows it out over the skeletons heads behind them, making a purplish cloud some ten feet on a side.
"There!" He howls, pointing. "Attack there!"

Perception DC16:

You see in the cloud something moving. Eddys in the cloud suggest a man playing a flute, but maybe it's your imagination.


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.

Per: 1d20 + 8 ⇒ (19) + 8 = 27

The perceptive elf tries to touch the skeleton attacking him missing horribly again. touch: 1d20 + 4 ⇒ (2) + 4 = 61d8 + 1 ⇒ (1) + 1 = 2


Kendra____

Will: 1d20 + 6 ⇒ (6) + 6 = 12
With an effort of will, Kendra comes to her senses in time to feel the claws of a dozen skeletons try to pull her through the bars.
She struggles to escape...
Break free: 1d20 + 0 ⇒ (9) + 0 = 9 but she can't break free.
"Help! Ereviss help me!" She screams out.


Human (Tia.) Alchemist L1 | AC15 | hp 25/10 | Percep +5

The old man sneers and pulls another bomb flask, tossing it near enough to singe Domminia and Theodoric, but taking down half of the skeletons on their side.


[npc] Fengring attacks and misses.

[npc] Merenso attacks and shatters one skeleton.

[npc] Ysabot lashes out with her staff and shatters the skull of a skeleton.

The skeletons attack, Theodoric takes 3 points claw damage, Fengring takes 6 damage, Kendra takes another point of damage as she struggles to free herself, the others miss you all.

There remains only two skeletons between the party and where Ysabot points out is the source of the piping.


ROUND 4_____

Players take their turn as they post, enemies will go last.
[npc]Previous Shaken conditions fade out[/npc]

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