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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Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

"All I know is this place gives me the creeps," Ysabot sighs, letting Persimmon perch on her shoulder. She takes a few steps forward nervously, eyes scanning the interior. "Where to now, oh fearless leader?" she inquires of Ereviss, raising one eyebrow.


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.

"We will show you the cells where Domminia and Theodric ended the evil of the piper and find some steps down. I would most like to find the warden's office, as he and his wife seem the key to this!"

Ereviss directs the group to the scene of the last battle.

He explains, "I bravely became the punching bag for some skeletons while Theodric and Domminia took out the evil piper. Theodric and Domminia make a fearsome and fearless team."

He turns to Kendra and speaks in earnest:
"I trust in you magic. If you sense any evil or magic auras, let us know."


Carefully skirting the edge of the execution platform, you push the portal open and enter the short corridor once used by the prisoners condemned to be executed. The soft pat-pat of raindrops pursues you as you enter, the grey mist dissolving into a grey drizzling rainfall.
Inside you are safe from the rainfall, but it still seems just as chill.
Opening the interior door, you step out into the cellblock with a crunch.
The shattered remains of the animated skeletons that attacked you lay where they fell. You are kind of amazed at how many there were.


Detect Undead:
When you concentrate, your sense of the presence of Undeath is at a fairly low level. There is no trace of the presence of the Piper of Ilmarsh where you destroyed him like you were expecting; it's like he was erased from existance.

Detect Evil:
When you concentrate, the presence of Evil is low, but diffuse. It seems like the only arc is below you.

The rest of the cellblocks, guards stations and break room is as you left it. The broken wall of the break room looks out over the eastern yard. In the grey drizzle, you can see the eastern end of the prison below you, partially collapsed due to the fire long ago.
Beyond in the yard you see a large pond of dark, muddy water that spreads out along the eastern section of the prison grounds. Here and there, bits of ruined wall protrude from the water, and thick tangles of reeds and cattails grow along the muddy shores.

The only exit from this floor is the gated stairway leading down.

Perception DC25:
You can also see a set of rungs leading up to a hatchway in the roof.

When you open the bars, you can descend down the stairway to an armored door below. When you open it, you find yourselves in the middle of a wide central hallway extending north and south. You see double doors at the far north and south ends, and a another pair right beside the ones you came out of. There are in addition smaller single doors one northwest, one northeast and one southwest.

Detect Undead:
When you concentrate, your sense of the presence of Undeath is high, but diffuse; you cannot get a definite direction.

Detect Evil:
When you concentrate, the presence of Evil is moderate, but diffuse. You cannot get a definite direction. But it seems to you that there is a stronger source of Evil in the down arc.


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 points to the nearby double doors.


male dhampir; early 20's; black hair; grey eyes; medium build; 6' tall.
Spoiler:
Inquisitor 3 FRW4/4/5 AC21/t13/f18 CMD17 | Init+6 Perc+10 | hp:28/28 | Lookout

Jevault flinches as he stands on one of the skeletons remains, the crunch magnified seemingly a thousandfold in the confines of the prison.

Swapping his crossbow for his mace and shield, he follows the bard across, down and through the heavily-plated doors into the hallway one level below.

"Heavy undead presence, all around." he utters, his voice low.

The knuckles on his right hand whiten momentarily as he squeezes the haft of his weapon.


Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

"Well. Nothing we shouldn't be able to handle, right?" Ysabot stands by the nearby doors, staff at the ready. "Brother, would you like to go first?" she inquires of Agrimar, gesturing for him to lead the way.


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.

Agrimar almost allows himself a grin at Ysabot's bravado, but the oppressive wickedness of the place prevents it.
"If no one objects...?" he says, hefting his falchion to a guarded stance.


Who is showing a light source?
A layer of mold obscures a sign on the double doors next to yours.

When you wipe it clear...:
It reads:
MAXIMUM SECURITY

The doors are armored, heavy and stuck; it takes a considerable effort to open them wide enough to enter.
When you do, you see that this flight of stairs once led down toward what must be a lower level, but it’s now filled with a mess of large stone blocks and shattered timbers.
Knowledge (engineering) DC15 or Perception DC20:

You realize that the rubble filling this stairwell did not result from a ceiling collapse—rather, it’s the result of a manually triggered deadfall that swiftly filled the stairs and blocked them off.
On study, you realize that clearing the rubble would require several days of work with the proper tools or magic spells.


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.

Perception: 1d20 ⇒ 19

"That stairwell is blocked for all intents and purposes. How about we choose another door?"

Ereviss opens the closest door after a quick look.
Ereviss takes 10 Perception for 19 first


Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

Ysabot shrugs. "Well, it won't be much use to us then. Lead the way."


The hallway is thick with undisturbed dust. Normally you would expect spiderwebs or even rodent tracks, but there is nothing like that here in the unnatural silence of Harrowstone. There are no works of art or other furnishings in this hallway, the walls are the institutional grey of undressed stone.

Heading south to one end of the great hallway, there are double doors directly south and a small side door to the west.

Ereviss:
You feel a pronounced chill in the air around you, it makes you shiver with cold. Make a Fort save DC14 or gain the Staggered condition for 1d4 rounds.

Persimmon growls warningly, her eyes glowing emerald in the dark.
Perception DC25:
Is she looking at the southern doors, or Ereviss?

Detect Evil:

When you concentrate, you sense the nebulous presence of Evil all around you with a greater weight of it below you... And an overwhelming source right behind you!
But when you open your eyes and look, it's just Ereviss and Kendra. And when you doublecheck, there is no overwhelming source now. You wonder if you're losing your mind...

1d20 ⇒ 17
Detect Undead:

You feel the presence of Undeath the same as before, nebulous and swirling all around you in this place. Is it stronger? Yes, it is stronger here to the south.
You pause to sense it further and you're positive now. A Haunt of some kind, and directly past the double doors to the south.

The doors are a little sticky, requiring strength check DC15 to budge.
Peeking through the west door...:
You see a hallway stretch ahead of you into the darkness...

Peeking through the south doors...:
You see a large room, perhaps 40'x40' that must have been a foyer in the past. It is dust covered as the hallway was, and a guard or receptionists desk in the middle. There are Large double doors and a small side door in each wall.


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.

fort: 1d20 ⇒ 16

Ereviss' teeth chatter and he hugs himself for warmth.

"Sooo cold"


Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

Ysabot strides up to the west door. She attempts to push it open quietly, but finds it to be a bit sticky. She cracks her knuckles, braces herself on the door, and begins pushing.

Strength: 1d20 ⇒ 1
Stealth: 1d20 - 1 ⇒ (9) - 1 = 8 to push quietly

Well. THAT was a failure and a half.


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.

Agrimar puts his shoulder to the west door.

Strength: 1d20 + 2 ⇒ (2) + 2 = 4


Theodoric grabs the door west door1d20 + 5 ⇒ (10) + 5 = 15

"Domminia my great grandchild, the door is open!"


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.

We loosened it for him...


Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

Yeah. Yeah, we did.

Ysa glances up at the knight, then nods curtly. "Many thanks, sir knight," she mutters, glancing through the door. Seeing only darkness, she takes down her ioun torch and slowly steps through the doors, shifting to the side to allow the others through.


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.

Agrimar steps through, placing himself before Ysabot, trusting his darkvision to reveal any peril.


Ereviss' breath steams in the air for a few seconds, and it feels like someone walked through your bodies, someone you couldn't see. After the party finally manages to force the western door open with a loud screech, the western corridor lies open before you.
The corridor itself is also thick with dust, but you can see various vermin tracks here, as well as the drapes of cobwebs hanging here and there.

Darkvision:

You can see that the corridor opens out onto the right from twenty to forty feet away, probably another corridor heading north while your corridor continues west into darkness.

Ereviss:
For a moment, it felt like an icy cold hand rested on your shoulder, but it and the cold spot seem to be gone now. You are no longer staggered.


Ereviss' breath steams in the air for a few seconds, and it feels like someone walked through your bodies, someone you couldn't see. After the party finally manages to force the western door open with a loud screech, the western corridor lies open before you.
The corridor itself is also thick with dust, but you can see various vermin tracks here, as well as the drapes of cobwebs hanging here and there.

Darkvision:

You can see that the corridor opens out onto the right from twenty to forty feet away, probably another corridor heading north while your corridor continues west into darkness.

Ereviss:
For a moment, it felt like an icy cold hand rested on your shoulder, but it and the cold spot seem to be gone now. You are no longer staggered.

Which way do you proceed?


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 bows, "After you, tough ones."

It is hard to understand who he means, as there are not many that Ereviss is hardier than. The pocket, monogrammed handkerchiefs with EC stenciled in them in a flowing script do not help his tough guy image.


Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

Ysabot shrugs and places herself behind her brother, in front of Ereviss. "After you," she murmurs to Agrimar. "I can't see a damned thing."


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.

Agrimar cautiously begins to walk westward, falchion at the ready.


male dhampir; early 20's; black hair; grey eyes; medium build; 6' tall.
Spoiler:
Inquisitor 3 FRW4/4/5 AC21/t13/f18 CMD17 | Init+6 Perc+10 | hp:28/28 | Lookout

Jevault allows the others to file into the corridor then. leaving a small gap, follows in behind them.

If the dhampir is feeling any fear, it doesn't show, although he remains alert, and turns often to watch for things approaching from behind.


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.

"I felt an icy hand on my shoulder and chills racked my body. Now the feeling is gone. Just Harrowstone evil I guess. "


Female Aasimar Summoner 3

Domminia smiles and says Kendra, I won't be so stingy and I can buy you some gloves... with that she winks at her.


Female Aasimar Summoner 3

Where did the game go?


Some forty feet down the corridor you encounter more and more cobwebs. They must be preying on the small vermin who's tracks you see in the thick dust.
Abruptly, the right wall ends and you see a larger hallway, some ten feet wide extend North out of sight. The corridor you're following continues West into darkness. Looking north, you see a couple of doors ten feet up the corridor, one on the West wall and one on the East side.

Jevault:
There are undead present. Closer now. Haunts? Yes, there are Haunts, but also something more...


Which way do you go?


Female Aasimar Summoner 3

Lets go east,,, says Domminia...


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 nods, glad to be in the second row.


Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

"East it is." Ysabot waits for one of the more able-bodied party members to take the lead, feeling a chill run down her spine. She strokes Persimmon absent-mindedly for reassurance.


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.

If we go east we're going back the way we came. I assume you mean to go North and take the eastern door?
Agrimmar stands at the fore, falchion ready.


Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

Blargh. This is what happens when I'm sick. I don't pay attention. I'll follow you, Agrimar.


You turn north and move up the wide corridor ten feet.
To the left, on the West wall, is a shut double door. There is a large sign over it lettered "INDUCTION".
To the right, on the East wall, is a portal from which the door has fallen from the hinges.

Perception DC15:
It's a little hard to see from here, but the rectangular chamber beyond seems to have once been a chapel. Now thick sheets of what appear to be cobwebs drape everything within in gossamer threads.

Perception DC25:
Persimmon continues to watch Ereviss with inhuman fascination; but her ears are flattened now for some reason.

Ahead of you, the dusty corridor continues on North into the deeper darkness.
Detect Evil:

Again when you concentrate, you sense the nebulous presence of Evil all around you with a greater weight of it below you... And an overwhelming source right behind you!
You start, but when you open your eyes whirl around to look, it's just Ereviss and Kendra. And when you double check, there is no overwhelming source now. You wonder if you're losing your mind...

Detect Undead:

You feel the presence of Undeath the same as before, nebulous and swirling all around you in this place. Then an intense flash right behind you! But when you whirl to look, there's no one there. And now you can't feel it anymore.


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.

Can the eastern room be entered without touching the cobwebs?


Agrimar: Nope. You're lucky you can see into the room for the webs.


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.

"Could be little spiders...could be bigger. Torching the webs might burn the room."


Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

Perception: 1d20 + 1 ⇒ (11) + 1 = 12

"A few spiders? You're not scared, are you?" Ysabot teases, but she grips her quarterstaff a little tighter, and seems to turn a little paler. "Try to open that door. I don't particularly want to be covered in sticky webs." She points at the door with the sign, on the west wall.


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.

perc: 1d20 + 9 ⇒ (7) + 9 = 16
"Should we check out the chapel. We might find some clues there?"

He adds: "We should look thoroughly through this place, so order may not be so important."


Anybody trying the West door (the one marked 'INDUCTION') finds the door stuck, but not locked. You will need a combined strength score of 25 to force it open (or break it with other methods).

If you manage to open the door...:

Looking in from the doorway, you see that this chamber is roughly thirty feet by thirty feet. It is in a shambles—old wooden benches lie in ruins along the walls, while rusty chains and bits of rotten rope lie scattered on the floor.


Theodoric takes 20

"CHild, look what I have found." says Theodoric with a smile.


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.

Agrimar, wincing at Theodoric's racket, keeps an eye on the cobwebbed portal to see if anything inside is roused.

Perception: 1d20 + 1 ⇒ (12) + 1 = 13


Is anybody going to, *smiles* go in?


Female Changeling Witch 3
Quick stats:
AC 13, T 12, FF 11; hp 11/18; F +1, R +3, W +4; CMD 13; Init +2; Perc +1; darkvision 60 ft

Haha. Yeah, like the squishy witch is going in. I'll hide behind the paladin, thanks. :P


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.

Assuming nothing is moving in the cobweb chamber...

Agrimar moves to get a better look at the room Theodoric just revealed.


As you shuffle warily into the Induction room, you all examine the dust covered detritus left by the hasty exodus long ago. The benches, the tables, rusty chains, rotted ropes, prison garb...
Everybody make perception checks.


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.

Perception: 1d20 + 1 ⇒ (1) + 1 = 2

Agrimar stops to pick up his eyeballs that have apparently fallen out of his head.


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 + 9 ⇒ (19) + 9 = 28

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