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 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.

"He left the initials of the wardens wife in blood on the monument."


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

Xiuj raises an eyebrow as he smokes.
"You want breakfast? Or torture first?" He cackled. "I drug him good just in case. When you ready I bring him 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.

"Breakfast first, of course!"


The breakfast served by Xiuj has more in the way of steamed vegetables then you may be used to, but is still delicious.


So what do you all want to do with the prisoner? Question him? Leave him to go back to Harrowstone? Visit the Tavern? Check the Memorial Statue? Check the guy's house?


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

"I'll be going round to Gibs' house after this." The dhampir indicates the food he's eating."It's good, Xiuj. Am I going alone?"

Jevault looks around at the group. "We do need to go back into the prison today. The letters on the monument give us three days before...whatever will happen...happens."

Finish food, search Gibs(person) for anything interesting (house key?), don armour/weapons, head to Gibs house. (Expect trouble.) Visit memorial on way back.


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 questions the prisoner.
"What give? Why are you doing this? We can help you."

diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17


Kendra confirms that the man's name is Gibs Hephenus, a local farmer.
Suddenly you realize that this guy is one of the leaders of the mob that confronted you at Professor Lorrimor's burial. You didn't recognize him at first; he looks ten years older than you remember. He has no house key, a brass knife and barely a handful of copper coins to his name.

When awakened and questioned, he seems repulsed at your very existence. He rails and curses at you, screaming for help from the other villagers.
With some skilled questioning, you realize he has no idea of what you are talking about. He has no memory of what he is accused of. Beyond that you cannot tell as he is very uncooperative.

********************************

Visiting Gibs' house, you find it to be a filthy shack on some hardscrabble land and stunted crops. He is clearly unmarried and has no farm animals aside from some chickens. A search reveals he is poor even by the standards of a depressed county of poor farmers.

Perception DC15:
You find under a loose board in the henhouse a bloody straight-razor and a water skin filled with blood.


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 + 9 ⇒ (7) + 9 = 16

Ereviss retrieves the hidden evidence and confronts Gibbs again.
"This was in your house. You are helping evil forces here. Maybe you do not know it, but you are doing bad things to this town."


Gibs Hephenus

"What the hell are you talking about boy? What did you do with my razor? Did you...? You're trying to frame me! I knew you lot was no good! Help! Help! Sheriff!..."
And so on and so forth.

Sense Motive DC13:
You confirm that it is his razor, but other than that he doesn't seem to know the waterskin or the blood-spattering of the memorial.


Female Aasimar Summoner 3

Domminia slaps Gibs in the face and says smoothly, "Get a hold of yourself."

After a quick pause and Diplomacy 1d20 + 5 ⇒ (6) + 5 = 11

She then continues with a smile on her face "Son, You have obviously been possessed and have been up to some sort of mischief. My great great grandfather caught you red handed and I do believe your cander, so you need to calm down and talk to us."


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

"I think we're wasting our time with him. Best we head back into the prison and deal with the source of the problem.", Jevault states, without humour.


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.

"It is the influence of the prison that is causing this. Take him to the sheriff with the evidence, but I feel that someone else will be compelled to finish this dark task."


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 turn him in and attack the core problem--Harrowstone!!"


Despite your best interrogation techniques, Gibs maintains his ignorance of defacing the monument and his unreasonable hate/fear of yourselves in particular.

Spellcraft DC15:

You feel certain that that with Gibs' capture, the ceremonial magic that was aimed at destroying Vesorianna's ghost has been interrupted at the very least. The escape of Harrowstone's evil spirits has been staved off for the moment.
But...
If someone (or some thing) takes up the bloody letter writing again, all bets are off.


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 removes a couple of unneeded items from his pack then pulls it onto his back, shrugging it into a comfortable position. He does a quick weapons check and informs his colleagues that he's ready.

"I'm not sure that this thing is going to be too useful in that place.". He indicates his crossbow as he loads it. "We should drop Hephenus off with the sheriff on our way back to the prison. Is there anything that anyone needs to do prior to heading back in?"

The tone in the dhampir's voice is one of quiet determination. It's echoed by the expression etched into his face.

"Miss Lorrimor should stay here."


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 bard concurs and leaves the prisoner at the sheriff.


Kendra fumes at Jevault and Ereviss comments. She grabs her fathers old staff out of the broom closet and jabs the cold iron ferrule just under their noses.
"Nobody is going to stop me from completing my fathers final quest. Especially you two idiots!"
She slings her own pack and leads the way outside.


You haul Gibbs into the Sheriff, who is surprised (but not that surprised) to see him involved in this whole affair. Do you show him the evidence (knife, etc.)?

The trek up to Harrowstone is without incident, though Xiuj complains bitterly.


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

"I only have time to recharge one!" He spits out, showing you all one of the Spirit Syphons.
Anyone want it?


Again you face the gates of Harrowstone, and again the weather turns against you. A grey drizzle blankets the area, cold and dank. The same oppressive feeling drapes over your feelings. Nothing else seems to have changed in your absence.

Where would you like to enter? Front door, executioners door, rooftop? Make a hole?


Female Aasimar Summoner 3

Domminia hugs Kendra... and says, "These men always try to protect us as if we cannot handle anything ourselves. It is damned frustrating."

@Sherriff's

"Sir, we took this off the bandit. Something foul is definitely afoot." say Domminia to the Sheriff.

I would like to make a hole. Do we have Semtex?


There is no Semtex available at your local tech level.


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 follows closely behind Kendra. He begins to hum a melancholy elven tune.

"How about the side door we took first time?"


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.

"Or not."


Making your way through the overcast gloom the courtyard and around to the NW wall. When you climb the stairs up to the execution deck, you see nothing has changed; except fragments of the executioners scythe are no longer there.
Nothing jumps out at you, and you enter by the heavy prisoners door. The maze of cells in the upper floor is still clear and empty of physical, and even immaterial threats.
Taking the main stairway down, the sense of oppresive evil increases and you find yourself in the very middle of the main hallway again.

North you have not explored.
South leads to the Vestibule. There were five doors there.
One opened South onto the portico of the main entrance.
One led NW to the western ingress section which has Vesorianna's ghost. One led SW to the administrative section and the warden's office. You weren't able to breach the safe there, but you found clues that led you to believe that some of the more powerful prisoner's personal effects were stored somewhere in the eastern section of this floor.

There are two doors you haven't taken there, one NE and one SE.


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

Each time the group has returned to the prison, Jevault has taken a moment to allow his senses to become accustomed to the gloom and oppression of the prison interior. Today is no different>

He exhales audibly - slowly - before speaking.

"I don't want to come back here. We're as prepared as I think we're going to be. Today, let us finish the task that the Lady Of Graves has put before us." A steely determination is etched into his features. "I have spells that will keep us hidden from the foul creatures that populate this place but the duration is short, so we should use them when we need to."

The dhampir looks around. "We should head east, if we're to find the equipment that the warden's wife spoke of."

Jevault waits for everyone's assent before approaching the north-east door.

DM:
Standard door opening procedure: search for traps then listen to hear what's beyond. For speed, I'll take 10 (for 20) and, if all seems OK, open the door (stood to one side, if possible)
Also, Jevault will continue use his undead sense.


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.

Taking point, Agrimar will cautiously detect evil at both doors.


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.

"East it is."

Ereviss follow their more capable fighters, his bow ready. He smiles at Kendra and inspires everyone to be better investigators.

Ereviss can use his bardic performance
to keep his allies coordinated, alert, and ready for action. All allies
within 30 feet gain a +1 bonus on Initiative checks, Perception,
and Disable Device checks for 1 hour. They also gain a +1 insight
bonus to Reflex saves and to AC against traps when they are
flat-footed. Using this ability requires 3 rounds of continuous
performance and the targets must be able to see and hear him
throughout the performance. This ability is language-dependent
and requires visual and audible components. This performance
replaces inspire courage.


Female Aasimar Summoner 3

Domminia keeps her eyes peeled for anything scheissty...


You press forward and enter the high ceiling and elegant appointments of the Vestibule.
Again the doors all slam open, releasing howling specters with hideously burned faces that flood all around you. Then slamming shut again.
Will save DC15 or be Shaken and Fatigued 1 minute.

Detects reveal only background Evil and no magic or traps.

When you get the door open, you realize that both the NE and SE doors lead to the same chamber.
You enter an auditorium; rows of benches spooted with mold and sagging with neglect stretching away to your left and the podium directly ahead of you protected from the rest of the room by a wall of iron bars.
You see from your position a set of large double doors directly across from you on the east side of the room. You note a small solid metal door in the SE corner behind the podium.

You see no sign of inhabitants, living or dead.


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

Will: 1d20 + 5 ⇒ (1) + 5 = 6

Although not showing any outward signs of distress, the encounter leaves Jevault rattled. Once inside the auditorium, he asks for a moment to recover his composure.

Seeing nothing to catch his attention in the main room, he heads to the east doors, stopping short of them. "We should check that podium.". He turns, to wait for a volunteer.

DM:have we been in this spectre room before?
Are the main entrance doors open? If not, Jevault will wedge them open (or, better yet, smash them off their hinges). At the very least, it lets air and light in. At best, it means we have an escape route.


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 ⇒ (15) + 3 = 18


You have been in the Vestibule a couple of times before, and you do kind of know what to expect there.

Agrimar or Knowledge:Religion DC15:
You know that with the Haunt in the Vestibule (a Door Slamming Haunt), in order to lay it to rest you must sprinkle a bottle of Holy Water throughout the area and doors, and cast Bless.


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 the site could be anointed with holy water and a priest were to bless the vestibule, it may lay that particular haunt to rest." Agrimar absently pats his belt pouch, "I seem to be fresh out of blessed water though..."


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.

"Do we have holy water?"


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

Xiuj checks through his case of bottles and shakes his head no.


Kendra shakes her head.
"I don't either. Didn't you get some from Father Grimburrow?"


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.

"That is right, we have the holy water."

Ereviss follows the leaders into the prison.


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.

"Of course we're fresh out of priests."


Deciding that the investigators did not have the materials or the time to deal with the Vestibule, they press on.

Jevault's attempt to smash the main doors open to let the grey overcast light in, as well as spike the door open behind them come to naught. The main door flies back into place as if carried by a great gust of wind, and the spike simply spits out of place. The doors crash into the shut condition with another startling WHAM.


Female Aasimar Summoner 3

"That was fun!" says Domminia


You are in an auditorium; rows of benches spotted with mold and sagging with neglect stretching away to your left and the podium directly ahead of you protected from the rest of the room by a wall of iron bars.
You see from your position a set of large double doors directly across from you on the east side of the room. You note a small solid metal door in the SE corner behind the podium.

You see no sign of inhabitants, living or dead.


When you cross the chamber, there is an area in front of the podium that fills you with supernatural cold.

Sense Motive DC15:
There is a change in the air, then you are in chains. An apoplectic man in red robes stands behind the podium.
"The sentence is DEATH." And his gavel comes down with a crash.
You come back to your senses shaken for a round.


On the far side of the auditorium, you see when up close that the metal door in the SE corner remains quite sound. Tapping it reveals it to be quite thick.
In addition, it is locked.

The larger double doors however, are not locked.
When cracked open and peeked through you see a larger irregularly shaped chamber.
The northeast wall of this room has partially fallen; through it is revealed the dark, murky waters of the pond outside.
Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards.
In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks. Winches and fallen pullys suggest that this is the lift used to lower people into the lowest dungeons.


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.

SM: 1d20 + 5 ⇒ (4) + 5 = 9

"We need to see where the evil is in here."

Ereviss looks at Jevault meaningfully.


Jevault:

Jevault kneels and prays.
Lifting his head again, he points at the double doors.
"There is much interference, but I think there are a number of Evil sources beyond those doors. I felt nothing in particular beyond the armored door."


OK guys, you need to tell me what you are going to do; are you going through the big double doors? Are you going to try the little armored door? Retreat back into the vestibule and go someplace else?


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 leads everyone through the little armored door.

He gets out some nice picks in case it is locked AFTER he checks it out thoroughly.

Take 20 on perception
disable if needed: 1d20 ⇒ 12


Ereviss:

Up close, you can tell this door is metal clad and iron bound. It will be very difficult to chop through or break.
The lock is of a high quality, complex, and has a basic protection against picking. Your tentative effort gets you nowhere, and you are very lucky to be able to pull your picks out without breaking them.

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