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

Again slashes at Red 3 with his staff.
Staff attack: 1d20 + 5 ⇒ (20) + 5 = 25 Critical threat! for 1d6 + 2 ⇒ (4) + 2 = 6 crush damage.
...Crit confirm?: 1d20 + 5 ⇒ (3) + 5 = 8 Not confirmed.
Skeleton destroyed.


The battle is over as the foul undeath animating the skeletons is dispersed.


A rubble-choked stairway leads up in the middle of the room.
The stairway here once led up to the main hallway above, but the
deadfall has rendered it impassable.

Perception DC12 or Ereviss:
A closer examination reveals scratches along the rubble and stone blocks—testimony to the prisoners’ futile attempts to dig out the deadfall from below.

The brass nameplates that hang above each of the four hallways leading out of this room identify the cellblocks that lie beyond, although the soot must be wiped away to reveal these names.
Cleaning the nameplates reveal...:
To the north lies “The Oubliette.”
To the west lies “Reaper’s Hold.”
To the south lies “The Nevermore.”
And to the east once stretched “Hell’s Basement.”


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 north.
"The oubliette, sounds ominous and curious. How about that?"


THE OUBLIETTE

Cautiously proceeding down the stone hallway to the north, you see a doorway up ahead 30 feet in the wall to the left.
The door to this guard room hangs slightly ajar. Beyond, the hallway extends out into the darkness.

Detect Evil:
This whole area is suffused in Evil. You cannot sense any particular source or direction, only the magnitude is 10.

Detect Undeath:
This whole area is suffused in Undeath. You cannot sense any particular source or direction, only the magnitude is 10.


Who goes to the open door? Or do you try to bypass it to continue 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.

Falchion once more in hand, Agrimar walks to the door and opens it with the point of his blade.


Agrimar reached out with the tip of his sword to the door. Slowly he eased the door open with a creak.
The door suddenly burst open from the inside. A flaming skeleton without a head swung a hand axe at Agrimar. Miss.

Round 1_________________

Players take their turn in order of posting. Enemies will go last.

Tactical Situation.


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 fires an arcane arrow powered with magic.
arcane stk: 1d20 + 4 ⇒ (20) + 4 = 241d6 + 1 ⇒ (3) + 1 = 4
conf/xtra dmg: 1d20 + 4 ⇒ (9) + 4 = 132d6 + 2 ⇒ (1, 5) + 2 = 8


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 attacks the flaming skeleton, eyes wide with shock.

Falchion Power Attack: 1d20 + 6 ⇒ (8) + 6 = 142d4 + 4 ⇒ (1, 1) + 4 = 6


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 grits her teeth, hissing a string of foul syllables in Aklo as she points one claw at the skeleton.

Misfortune hex, as I just realized Evil Eye is a mind-affecting effect, which undead are immune to. >.> DC 14 will save negates.


Headless guard will save vs hex: 1d20 + 4 ⇒ (2) + 4 = 6 Fail.


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

Round 1_________________

Xiuj tumbles forward and behind the headless guard.
He attacks with his staff.
quarterstaff: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18 Hit! for 1d6 + 2 ⇒ (6) + 2 = 8 bludgeoning damage.


KENDRA:

Kendra takes aim at the burning skeleton and casts Disrupt Undead.
Ranged touch: 1d20 + 5 ⇒ (3) + 5 = 8 Miss.


Round 1_______________________

Ereviss Ladyhunter______________
Ereviss fires an arcane arrow powered with magic. And scores a direct hit!

Agrimar______________________
Agrimar attacks the flaming skeleton, eyes wide with shock. Hit!.

Ysabot______________________
Ysabot grits her teeth, hissing a string of foul syllables in Aklo as she points one claw at the skeleton. Misfortune hex, Save fails.

Xiuj-Hak-Leyng IV_____________
Xiuj tumbles forward and behind the headless guard. He attacks with his staff. Hit!

KENDRA_____________________
Kendra takes aim at the burning skeleton and casts Disrupt Undead. Miss.

Enemies_______________________
The burning skeleton staggered about, flailing at Agrimar with a hand axe and burning claws.
Burning Handaxe power attack: 1d20 + 6 ⇒ (3) + 6 = 9 Miss.
Burning Handaxe power attack: 1d20 + 6 ⇒ (12) + 6 = 18
Burning claw: 1d20 + 0 ⇒ (7) + 0 = 7 Miss.
Burning claw: 1d20 + 0 ⇒ (10) + 0 = 10

DM:
12


Round 2_________________

Players take their turn in order of posting. Enemies will go last.

Tactical Situation.


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.

"Just when you think you've seen everything..."

Power Attack with Falchion: 1d20 + 7 ⇒ (18) + 7 = 252d4 + 6 ⇒ (2, 1) + 6 = 9
adding the +2 for flanking with Xiuj

confirm Falchion crit: 1d20 + 7 ⇒ (8) + 7 = 152d4 + 6 ⇒ (3, 1) + 6 = 10


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

Round 2_________________

He attacks with his staff.
quarterstaff: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17 Hit! for 1d6 + 3 ⇒ (4) + 3 = 7 bludgeoning damage.


Both Xiuj and Agrimar took 1d6 ⇒ 1 fire damage for being within 5 feet of the burning skeleton.
The skeleton clearly had taken too much damage, because when Xiuj hit it, it blew apart in a fiery explosion.
Anyone within five feet (Xiuj and Agrimar) will take 2d6 + 3 ⇒ (4, 2) + 3 = 9 points of explosive fire damage, Ref save DC13 for half.


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

Ref save vs dc13: 1d20 + 4 ⇒ (11) + 4 = 15 Save!
"Hyah!" Shouted Xiuj as he tumbled back, avoiding the worst of the explosion. He slapped out burning bone fragments from his robes.


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.

Reflex Save: 1d20 + 4 ⇒ (16) + 4 = 20

Agrimar manages to avoid the worst of the skeletal shrapnel. "Thank Iomedae," He whispers to himself, drawing the sword over his heart.

Lay on Hands: 1d6 ⇒ 6

Flaming skeletal bits took him down to 17hp, last lay on hands for the day.


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

Rummaging through his portable lab, Xiuj comes up with a couple of Potions of Cure Light Wounds (1d8+2) and gives them to Agrimar.
He took another out and gulped one down with relief.
1d8 + 2 ⇒ (6) + 2 = 8


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.

Cure Light Wounds Potion: 1d8 + 2 ⇒ (6) + 2 = 8

"Thank you Xiuj," Agrimar said after downing the potion.


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

Letting out a sigh of relief, Ysabot picks up a discarded finger bone from the now-dismantled skeleton, turning it over between her own fingers curiously. "Well. That was exciting."


When you look through the door, you see that within stands a table surrounded by a few rickety chairs, along with a pair of moldy but serviceable cots. There are no other exits out of here.

There is a winch affixed to the north wall. It looks like it raises and lowers the portcullis that allows entrance into area north of the hallway. Now that you know it's there, you can see the teeth of the portcullis just barely protruding from the ceiling. It seems to be currently in the raised position.

The hallway extends north into the darkness.

This is actually a safe place to rest.


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 can rest. Heal up everyone."


There is no sense of time down here in the bowls of Harrowstone, no sounds or light from the outside world, but eventually you feel as rested as you are going to get in this oppressive atmosphere.

Before you leave, tell me if you're going to play with the winch or not.


Stepping forward, you see the portcullis leading into this room is raised.

In your light source, several iron doors line the walls of this large, empty room.
In the middle of the room, a hinged ten-foot-square metal grating
lies over a dark pit in the floor. A thick rope has been tied to the
grating and dangles into the pit below.
You hear nothing over the sound of your own breathing.

Oublette Area overview.

Where do you go? What do you investigate?


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.

"Detect some evil if you can my paladin."


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 opens himself once more to evil emnations.


Detecting for Evil:

Opening your senses, you again sense the vaguely nauseating (ever present in Harrowstone) presence of Evil.
Maintaining concentration, you sense an even greater presence of Evil in your forward arc... and much closer.


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.

OOC:
Within the grate or one of the doors, or even closer?


Agrimar:
Well, to gain that information, you'll have to hold still and concentrate for one more round...;)


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 continues to focus, trying to narrow down the location of the concentrated evil.


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.

"Looks like we go in."


Agrimar:
Concentrating further, you sense a concentration of Evil, more than you have ever experienced before; magnitude 7!
And it's moving towards you!

Agrimar's sharp intake of breath is just enough to give you warning.
No surprise round sadly.

Round 1__________________

From the inky depths of the oublette, a semitransparent figure rises with an acrobatic leap and a blood-curdling shriek.
Sight of the Lopper.
His maniacal grin stretches in a rictus across his face as he settled in front of Agrimar and swung his axe...
Incorporeal touch attack: 1d20 + 7 ⇒ (6) + 7 = 13Hit! Blood fountains in a cut over his ear, dealing 1d6 ⇒ 2 negative energy hp damage and 1d6 ⇒ 3 bleed damage.
Horribly, the blood gushing from his wound turns to smoke and drifts over to the Lopper, where it melds with his body, giving him a ruddy and more solid appearance.


Players take their turn in order of posting, enemies went first.
Tactical Overview.


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 grimaces at the burn of negative energy. "You must be the Lopper, I believe I have something that belongs to you..."

POWER ATTACK SMITE EVIL! (with Lopper's Handaxe)

Lopper's axe strike: 1d20 + 7 ⇒ (15) + 7 = 222d6 + 13 ⇒ (2, 6) + 13 = 21

GM note:
Smite Evil, +CHA bonus to strike, +lvl to Dmg. Bypasses any DR. First successful strike against evil undead adds +2/lvl to damage. +1 bonus for Subject of Study Campaign Trait. +1d6 for Lopper's Axe ability. +1 for magic axe bonus. +2 for Power attack. Also, I gain my charisma bonus +2 to my AC against the subject of my Smite Evil


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.

touch attack vs lopper CLW: 1d20 + 4 ⇒ (12) + 4 = 161d8 + 1 ⇒ (4) + 1 = 5
Ereviss hits the Lopper with a wand of Curing and pumps positive energy into him. He doesn't think he will like it.


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

Knowledge (arcana) - how is he becoming 'more solid'?: 1d20 + 9 ⇒ (6) + 9 = 15
Maybe not the right skill, but worth a shot.

Ysabot's eyes narrow, judging this creature to be undead and therefore immune to the unnerving effects of her favourite hex. Thankfully, the ficking winds of fortune cared little for such traits. As Persimmon hisses, she spits out her curse, fixing the 'Lopper' with a narrow stare.

Misfortune hex on this fella.


KENDRA:

Kendra takes aim at the Lopper and casts Disrupt Undead.
Ranged touch: 1d20 + 5 ⇒ (2) + 5 = 7 1d100 ⇒ 62 But the sudden assault spooked her and she missed wide.


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

Round 1_________________

Xiuj tumbles forward and behind the Lopper.
Acrobatics: 1d20 + 5 ⇒ (2) + 5 = 7
He attacks with his staff.
quarterstaff attack: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18 But his staff whirls through the insubstantial form without connecting.


Ysabots hex: 1d100 ⇒ 90 Will save:1d20 + 7 ⇒ (4) + 7 = 11 Hex lands!
Ysabot knows that the creature is incorporeal, using negative energy to cause damage and bleeding. It's not turning solid at all, just the blood making it seem more solid.

Agrimar bleed: 3

Round 2___________________
The Loppers maniacal grin is turned towards Ereviss.
Incorporeal touch attack: 1d20 + 7 ⇒ (13) + 7 = 20
Incorporeal touch attack: 1d20 + 7 ⇒ (10) + 7 = 17 Hit! Ereviss takes a hit to his left foot dealing 1d6 ⇒ 4 negative energy hp damage and 1d6 ⇒ 1 bleed damage.
The blood still seeping from Agrimar (another 3 dam from bleed) as well as the 1 from Ereviss serve to heal the Lopper of some of the substantial damage Agrimar dealt it last round.


Players take their turn in order of posting, enemies went first.


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 moves in for another touch but misses.
attack touch/CLW: 1d20 + 4 ⇒ (5) + 4 = 91d8 + 1 ⇒ (2) + 1 = 3

Bleeding 1 and taken 5 damage


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.

Growling through the blood, Agrimar swings at the Lopper again.
Lopper's axe strike: 1d20 + 7 ⇒ (4) + 7 = 112d6 + 7 ⇒ (6, 6) + 7 = 19


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 rolls her eyes back and twirls her fingers, a strange golden dust dancing over her claws. Focusing on a place behind the Lopper, she flicks her hand, causing a burst of the same strange mica to erupt in mid-air behind it. At the sight of the dust settling on the Lopper, she lets out a shrill giggle.

Casting glitterdust, centring the burst behind him to avoid catching allies. DC 15 will save or he's blinded for three rounds. Cackling as a move action to extend misfortune.


KENDRA:

Kendra takes aim at the Lopper again and casts Disrupt Undead.
Ranged touch: 1d20 + 5 ⇒ (10) + 5 = 15 1d100 ⇒ 56 Hit! for 1d6 ⇒ 6


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

Round 2_________________

He attacks with his staff.
quarterstaff attack: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18 But his staff again whirls through the insubstantial form without connecting.


Round 2___________________

Ereviss Ladyhunter____________
The bard moves in for another touch but misses.

Agrimar_____________
Growling through the blood, Agrimar swings at the Lopper again. But missed.

Ysabot___________________
Casting glitterdust, centring the burst behind him to avoid catching allies. DC 15 will save or he's blinded for three rounds. Cackling as a move action to extend misfortune.
Will save: 1d20 + 7 ⇒ (19) + 7 = 26
Will save: 1d20 + 7 ⇒ (18) + 7 = 25 Save!

KENDRA________________
Kendra takes aim at the Lopper again and casts Disrupt Undead. Hit! for 1d6 ⇒ 6

Xiuj-Hak-Leyng IV________________
He attacks with his staff. But his staff again whirls through the insubstantial form without connecting.

DM:
17

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