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 Aasimar Summoner 3

D Perception 1d20 + 5 ⇒ (7) + 5 = 12
T Perception 1d20 + 5 ⇒ (10) + 5 = 15


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 ⇒ (1) + 1 = 2


Intelligence check DC15:
From the evidence of the debris you pick through it is clear that the guards used this large room as a holding pen whenever new prisoners arrived at Harrowstone.

Ereviss:
It is perfectly obvious to you from the evidence here that the guards used this large room as a holding pen whenever new prisoners arrived at Harrowstone. Here, the guards searched the prisoners for hidden items and dressed them in their new clothes, all while a guard
sergeant carefully explained Harrowstone’s rules to the new “guests.” Once this procedure was complete, the guards led the prisoners out one by one, probably to their new accomodations behind bars.
It's wierd how clear it is to you. You can almost hear the Psychic echoes of shame and anger filling this room.


Agrimar and Ysabot:
You hear a faint sobbing and the clanking rattle of chains, while at the same time you are filled with a momentary sensation of hopelessness. You fall to your knees and you have the strange feeling of heavy manacles clamping over your wrists.


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 has kept a short distance between himself and the party, trying to filter out the ambient auras that coat this place just as thoroughly as the cobwebs do, to pick up something that may be useful; it's to no avail.

Bringing up the rear, his eyes gleam in the darkness, his gaze everywhere as the group presses on, to who knows what.


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

Intelligence: 1d20 + 3 ⇒ (16) + 3 = 19

"Looks like a holding room of some sort. Is there anything in this place that isn't completely-" Ysabot's words are cut off with a low moan, and she sinks to her knees. She feels manacles clamp around her wrists, but looks down and sees nothing. "The chains... The sobbing..." she whispers fearfully, looking around. "Do you hear them, too?"


...and Jevault:

You hear a faint sobbing and the clanking rattle of chains, while at the same time you are filled with a momentary sensation of hopelessness. You fall to your knees and you have the strange feeling of heavy manacles clamping over your wrists.


Female Aasimar Summoner 3

Int Domminia 1d20 + 1 ⇒ (13) + 1 = 14
Int Theodoric 1d20 - 1 ⇒ (12) - 1 = 11


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 drops to his knees, looking about the room for the source of the sobbing.


Agrimar, Ysabot and Jevault:
The sensations pass quickly, leaving you relieved that the bands around your wrists aren't real.

Everybody:
But as soon as the three who fell to their knees gasp in relief and seem to come to their senses, the spirits of the prison cause manacle chains to rise up, animate, and attack.
Manacle 1 attack vs. Domminia: 1d20 + 6 ⇒ (2) + 6 = 8 Miss.
Manacle 2 attack vs. Theodoric: 1d20 + 6 ⇒ (6) + 6 = 12 Miss.
Manacle 3 attack vs. Agrimar: 1d20 + 6 ⇒ (2) + 6 = 8 Miss.
Manacle 4 attack vs. Ereviss: 1d20 + 6 ⇒ (20) + 6 = 26 Hit! Ereviss is shackled around the left leg.
Manacle 5 attack vs. Kendra: 1d20 + 6 ⇒ (4) + 6 = 10 Hit! Kendra is shackled around the right wrist.
Manacle 6 attack vs. Jevault: 1d20 + 6 ⇒ (15) + 6 = 21 Hit! Jevault is shackled around the left wrist.
Manacle 7 attack vs. Xiuj: 1d20 + 6 ⇒ (10) + 6 = 16 Hit! Xiuj is shackled around the left wrist.


Begin round 1.
Player characters may act in order of posting. The shackles go last.


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 manages to climb to her feet, swaying slightly as she does so, the feelings of manacles at her wrists fading. As she sighs in relief, chains animate around her, but don't seem to strike at her at all. She gasps in surprise as they begin shackling her companions.

"What in the nine hells is this?" she exclaims, swinging her quarterstaff at the chains shackling her closest companion, who happens to be Xiuj.

Knowledge (arcana): 1d20 + 9 ⇒ (16) + 9 = 25 (if applicable)
Quarterstaff: 1d20 + 1 ⇒ (18) + 1 = 19, damage: 1d6 ⇒ 3


Female Aasimar Summoner 3

Theodoric goes over to Kendra and tries to rip Kendra's chain from the wall

Strength with both hands 1d20 + 5 ⇒ (20) + 5 = 25 and he says, "Kendra, thou hath been set free!"

Can I try to wrap the chains around the shaft of my spear? CMB check?

If not, Domminia steps five foot back from the wall and with the reach of her spear attacks the chains 1d20 + 3 ⇒ (18) + 3 = 21 for 1d8 + 1 ⇒ (5) + 1 = 6


Ysabot:
You would need a Detect Magic to be sure, as there are several ways to animate an object; but you're pretty sure this is another damn Haunt.

Ysabot hit the chain binding Xiuj, but it bounced off with no effect.

Theodoric snags the chain grappling Kendra (grabbing it near the wall where it cannot dodge) and in a terrifying display of strength rips it free from the wall. It then collapses and releases Kendra.

Domminia:
Yes you can try to wrap the chain around your spear. I assume you want to make it helpless and unable to move. To grab it, you will need to make a CMB check to put it into Grapple, then next round make another CMB check to Pin it by wrapping it up/entangling it.


Female Aasimar Summoner 3

Domminia CMB 1d20 + 3 ⇒ (8) + 3 = 11 to wrap the chain around her spear with reach, she twists the spear in a circle trying to get the chain twisted upon her shaft.


Domminia tries to wrap the chain around her spear, but it slithers out of her grip.


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.

"Iomedae!" bellows Agrimar as he brings his falchion down on the chain binding Ereviss.
Falchion swing: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 2d4 + 3 ⇒ (4, 2) + 3 = 9


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 is barely back on his feet when the manacle comes at him. He raises his shield but too slowly; the chain wraps itself around his outstretched wrist.

Thinking quickly, the dhampir lowers his shield arm and, raising his morning star, attempts to smash the chain as it lies on the floor. Unfortunately, in his haste, he succeeds only in catching his own shield and the blow misses by a good distance.

attack: 1d20 + 4 ⇒ (2) + 4 = 6
dam: 1d8 + 2 ⇒ (7) + 2 = 9

EDIT: With that roll, I'm presuming that the attack missed. :(


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.

The elf grabs his sword cane and attacks the manacle on his leg.
1d20 + 1 ⇒ (9) + 1 = 101d6 ⇒ 1


Round 1______

Ereviss is shackled.
Kendra is shackled.
Jevault is shackled.
Xiuj is shackled.
Ysabot is free.
Domminia is free.
Theodoric is free.
Agrimar is free.

Ysabot________________________________________

Ysabot hit the chain binding Xiuj, but it bounced off with no effect.

Domminia Vorsaife________________________________________

Theodoric snags the chain grappling Kendra (grabbing it near the wall where it cannot dodge) and in a terrifying display of strength rips it free from the wall. It then collapses and releases Kendra.

Domminia tries to wrap the chain around her spear, but it slithers out of her grip

Agrimar_________________________________

Agrimar’s falchion comes down on the chain binding Ereviss and cuts halfway through it.

Jevault Ardain_____________________________________

Jevault tries to smash his chain but misses.

Ereviss Ladyhunter_______________________________________

Ereviss attacks his chain with his sword cane but misses.

Kendra________
Newly freed, Kendra throws an Acid Splash at Ereviss’ shackle.
1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12 for a possible 1d3 ⇒ 2

Xiuj_____
Xiuj swears in Tian and also throws an Acid Splash at his shackle.
1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 for a possible 1d3 ⇒ 1

Enemy______
Manacle 1 attack vs. Domminia: 1d20 + 6 ⇒ (6) + 6 = 12 Miss.
Manacle 2 attack vs. Theodoric: 1d20 + 6 ⇒ (13) + 6 = 19 Hit! Theodoric is shackled right arm.
Manacle 3 attack vs. Agrimar: 1d20 + 6 ⇒ (16) + 6 = 22 Hit! Agrimar is shackled right arm.
Manacle 4 ST check vs. Ereviss ST: 1d20 + 6 ⇒ (12) + 6 = 18 vs. 1d20 + 0 ⇒ (17) + 0 = 17 The chain drags Ereviss to the wall.
Manacle 6 ST check vs. Jevault ST: 1d20 + 6 ⇒ (5) + 6 = 11 vs. 1d20 + 2 ⇒ (2) + 2 = 4 The chain drags Jevault to the wall.
Manacle 7 ST check vs. Xiuj ST: 1d20 + 6 ⇒ (6) + 6 = 12 vs. 1d20 + 2 ⇒ (5) + 2 = 7 The chain slams Xiuj into the wall for 1d6 ⇒ 4 bludgeoning damage.

DM:

1: 10
2: 10 Shackling Theodoric.
3: 10 Shackling Agrimar.
4: 6 Shackling Ereviss.
5: Destroyed.
6: 10 Shackling Jevault
7: 10 Shackling Xiuj.


Round 2______

Ereviss is shackled at the wall.
Kendra is free.
Jevault is shackled at the wall.
Xiuj is shackled at the wall.
Ysabot is free.
Domminia is free.
Theodoric is shackled.
Agrimar is shackled.

Player characters may act in order of posting. The shackles go last.


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

Seeing the manacle close around Agrimar's right wrist, Ysabot dashes over, swinging her quarterstaff at the chain shackling her brother. Persimmon's claws latch into the back of her cloak as she moves. The cat doesn't seem impressed by this new development, despite its effectiveness as the witch lands a solid blow.

Quarterstaff: 1d20 + 1 ⇒ (19) + 1 = 20, damage: 1d6 ⇒ 6


Female Aasimar Summoner 3

Theodoric rips the chain restraining him with both hands 1d20 + 5 ⇒ (16) + 5 = 21 from the wall.

Domminia takes a 5ft away from the chain to be out of reach and attacks with her spear 1d20 + 3 ⇒ (7) + 3 = 10 for 1d8 + 1 ⇒ (1) + 1 = 2


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 pops the top off his haunt siphon.

"Take that!"


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 attempts to break free.
Str check: 1d20 + 2 ⇒ (8) + 2 = 10


The sussurrus in the background grows louder, the sounds of prison inmates shouting in anger, growing into a prison riot.
Ysabot's mighty blow manages to dent one of the chain links holding her brother.
Theodoric again grasps the chain shackling him and tears it from the wall.
Domminia attacks one of the chains with her spear, but it bounces off.
Ereviss pulls one of the haunt siphons and twists the cap.
Immediately, the shouting turns to howls of fear. What seems like green vapor seems to be drawn from the chains and walls, extending into the haunt siphon. After a few seconds, it is all drawn into the siphon and it snaps shut again. All the chains sag now; Lifeless again.
Ereviss can see that the little whirlwind in the haunt siphon, which used to be white, is now a glowing green.
Agrimar pulls free of the shackle now.

The battle is over.


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

Free of the chains, Jevault rubs his wrists as he crosses to pick up his weapon, dropped as he was dragged over to the wall.

"Nice work, Ereviss." he says, nodding to the elf. "Everyone OK?", he adds, looking around at his companions.


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

"I'm fine," Ysabot says quietly, looking down at the chains. "That was one of the stranger things I've been through, I must say."


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.

"Seemed the time to use it. Anyone want me to have another one? I passed them out. But seems us back liners may have more opportunity to pop these off."

Just a thought. Ereviss can yell pop one. He just hopes it is only one.


There were four left in the case and distributed to the party.


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

"You can use it again, this time as a negative energy grenade." Xiuj said, standing up and brushing himself off. He was a little rattled at being manhandled so by chains.
"You see green?" He said to Ereviss. "You use on living, not haunts! Or give me to recharge!" He left off muttering in Tian.


Detect Undead:

You sense that the Haunt here has been thoroughly destroyed; almost erased. For now at least.

Checking the room, you find nothing but wrecked wooden benches, time corroded shackles and dust.

It is possible to rest here.

From here you can go out the door North up the large hallway, across the hall to the other door filled with webs, or South then West down the narrow hallway.


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 looks at Xiuj with a smile.

"You can recharge? Please do this. I have plenty of weapons that work on the living and ghosts, but not many for haunts."

Ereviss hands Xiuj the siphon. "If it cannot be recharged and is to be used as a bomb, I am sure you can use it better than I could."

He points south down the narrow hallway; "Let's go this 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 nods and takes point.


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 slips into line behind her brother. "I'm sorry I couldn't free you sooner," she says quietly. "I think I kind of panicked." She swallows heavily, preparing herself for what may lie ahead.


Moving down to the narrow hallway, you head West again. Another fifty feet and you come to a sharp right. Heading north, you see a door on the left. The corridor continues past the door and continues North.


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.

"Worry not sister,", Agrimar whispers reassuringly, "Bravery is not the absence of fear, but the will to overcome it."


When you cautiously open the door...:

This stark room is roughly 40'x30' and abutting the exterior wall. You can see the dull gray light coming through several high windows, and smell the musty dampness of the steady rain outside. This chamber contains a low stone bench against the north wall and a ruined desk to the west that sits under three high narrow, barred windows. An old brass brazier lies on its side to the south, surrounded by several rusty branding irons.


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.

Steps into the room and interposes himself between the branding irons and the desk, covering anyone who should want to investigate the ruined desk.


Female Aasimar Summoner 3

Domminia casts Detect Magic


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

The witch slips into the room behind Agrimar, and starts looking over the desk.

How ruined is it? Is it just a heap of charred wood that's still vaguely desk-shaped, or is it mostly intact? Ysabot will search what's there (the drawers and compartments if it's mostly intact; the debris if otherwise).


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 remains in the corridor, a few paces past the door. Realising just how tense he is, he forces himself to relax by focussing on his breathing and shaking his limbs free of the fear that grips them.

In the darkness, the dhampir allows his mundane senses to, once again, attune to his environment: to filter out the ambient sounds of the prison that could easily overwhelm dread-filled minds; to see the shadows for what they are.

Once done, he concentrates, attempting to pick something useful out of the myriad undead auras that swirl around him, auras that have frustrated his previous efforts.

Detect Undead


1d20 ⇒ 15
1d20 ⇒ 4


Jevault:

The stench of burning flesh assaults your sense of smell as an undead aura explodes in the room your friends went into; it's another Haunt!
Beyond that, out of the myriad auras that swirl around this whole edifice, you seem to feel something to the North...

The desk is mostly intact, though dry rotted. If you put too much force on it, it will break fairly easily.

Detect Magic:
No magic.

As you start looking through it, you notice the rising scent of burning flesh...

The branding irons rise up into the air, their tips glowing red-hot. Then they lance forward!
Branding Iron attack vs Agrimar: 1d20 + 6 ⇒ (2) + 6 = 8 for a possible 2d6 + 1 ⇒ (1, 5) + 1 = 7 damage plus prisoner brand.
Branding Iron attack vs Domminnia: 1d20 + 6 ⇒ (10) + 6 = 16 for a possible 2d6 + 1 ⇒ (1, 1) + 1 = 3 damage plus prisoner brand.
Branding Iron attack vs Theodoric: 1d20 + 6 ⇒ (18) + 6 = 24 for a possible 2d6 + 1 ⇒ (1, 4) + 1 = 6 damage plus prisoner brand.
Branding Iron attack vs Ysabot: 1d20 + 6 ⇒ (11) + 6 = 17 for a possible 2d6 + 1 ⇒ (4, 6) + 1 = 11 damage plus prisoner brand.
Branding Iron attack vs Ereviss: 1d20 + 6 ⇒ (9) + 6 = 15 for a possible 2d6 + 1 ⇒ (5, 1) + 1 = 7 damage plus prisoner brand.
Branding Iron attack vs Kendra: 1d20 + 6 ⇒ (7) + 6 = 13 for a possible 2d6 + 1 ⇒ (3, 4) + 1 = 8 damage plus prisoner brand.
Branding Iron attack vs Xiuj: 1d20 + 6 ⇒ (20) + 6 = 26 for a possible 2d6 + 1 ⇒ (2, 6) + 1 = 9 damage plus prisoner brand.


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 gestures to Ysabot.

"I don't have my siphon. Can you do the honors here?"


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 roars and strikes at the brand attacking Ysabot.

Falchion swing: 1d20 + 6 ⇒ (2) + 6 = 8


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 winces at the pain of the branding, but nods. After a moment of rummaging through her pack, she produces the haunt siphon and opens it, hoping for the best.


Ysabot pulls one of the haunt siphons and twists the cap.
Immediately, the screaming of tortured men and the stench of burning flesh explodes as what seems like green vapor seems flows from the flying branding items. One by one the irons drop as the vapor is drawn out of them and into the haunt siphon.
After a few seconds, it is all drawn into the siphon and it snaps shut again. All the branding irons clatter to the floor, cold and lifeless again.
You can see that the little whirlwind in the haunt siphon, which used to be white, is now a glowing green.

Domminia, Theodoric, Ysabot, Kendra and Xiuj were all hit by the branding irons in the same places, in the middle of the forehead.
The brand is a six letter/number combination, now seared into your flesh. Xiuj takes a potion of cure light wounds; which eliminates the wound, but the brand remains. And judging by his steady stream of curses, the pain of the brand remains as well. A constant risk of distraction.
Those who were branded are -1 to Will saves and -4 to any Concentration checks. This is a Curse effect and is permanant until broken.


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.

"Keep those siphons ready. They have been our best defense. Xiuj, let me know if you can recharge mine. We have two left now. Since Ysabot and I are in the back, maybe we can handle them?"

Suggest we take the remaining two, Ysabot and I


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

The witch nods, swallowing a lump in her throat. "There also seems to be little I can do against these haunts... I would greatly like to keep a siphon ready." She touches the brand on her forehead gingerly and winces. She casts her only healing spell, which removes the burnt flesh around it, but not the brand. She gives a shaky laugh, despite the circumstances. "Well, this place is certainly keeping us on our toes, isn't it?" She kneels beside the lifeless branding irons, examining them closely.

Out of curiosity, what are the combinations on the brands? Or is it completely irrelevant?

Cure light wounds: 1d8 + 3 ⇒ (4) + 3 = 7

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