GM_DBH's Carrion Crown Gameplay (Inactive)

Game Master DBH

Carrion crown folder

Loot sheet

Journal entries

Lepidstadt

Book three area map

Ascanor lodge

Stairs of the moon


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Male Human Bloodrager (inactive)

"At lease we don't have to mess about with that lock", Mishtes comments.
"Oh well, let's see if the gear we want is inside."

Holding his bardiche at the ready, Mishtes follows Maria inside...

perception: 1d20 + 4 ⇒ (4) + 4 = 8

@ GM_DBH: sent you an edit request so I can move my icon...


Are you sure you want to do that?

Sorry, I thought I'd set it up as shared. Should work for everyone now?


Male Human Bloodrager (inactive)

Works fine now. Moved my icon in where I figure Mishtes should be.


Male Human Wizard (Spellsage) 7. Initiative +5, HP: 49/49, AC: 17(/14), FF: 14(/11), Touch: 13, Fort +7, Ref +6, Will+6, Perception +12. Focused Spell 1/1. Spell Study 2/2

Gareb casts mage armour on himself and draws his longsword before casting light on it and stepping into the tomb. "Better to take precautions now I fear than be caught unawares."


Are you sure you want to do that?

No one but professor Lorrimor has been into this chamber for several decades, and his tracks remain obvious in the dust and dirt of the floor to everyone thanks to Gadren's light spell

You follow the tracks left by the Professor to a single large sarcophagus that sits in the deepest part of the crypt. It is within this sarcophagus that the hidden cache the professor wrote about is located.

As you examine the large stone sarcophagus you become aware of movement behind you, turning to see Giant Centipedes emerging from cracks in the walls and moving towards you!

What are you doing now?


Male Human Wizard (Spellsage) 7. Initiative +5, HP: 49/49, AC: 17(/14), FF: 14(/11), Touch: 13, Fort +7, Ref +6, Will+6, Perception +12. Focused Spell 1/1. Spell Study 2/2

Without missing a beat Gadren moves forward swinging his longsword at one of the centipedes but only glances off it's hide. "Help me hold them up here. Once they are all clustered together I can burn them."

Cold Iron Longsword: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


M Aasimar Appearance when casting/channeling Cleric 7 HP:58/58 | AC: 12 T:12 FF: 10 | FortL +9 Ref:+6 Will:+11| Init:+2| Perception: +15/18| Channel 16/16

1d20 + 5 ⇒ (17) + 5 = 22

Cedric Draws his crossbow and slams one of the cartridges in. Taking aim at the creature behind the one Gadren was in combat with and letting fly one of his fire bolts. shooting the red one Take care all, creatures such as these my have venomous bites!

1d20 + 3 ⇒ (20) + 3 = 23
crit confirm: 1d20 + 3 ⇒ (7) + 3 = 10
damage: 1d10 + 1d4 ⇒ (7) + (1) = 8 d4 is additional fire damage
extra damage if crit: 1d10 + 1d4 ⇒ (3) + (3) = 6


Paladin of Iomedae (undead scourge) 7 | Init: +4 | HP: 74/74 | CMD: 23 | AC: 20 (ff: 20 t:11, +4 against smite target) Fort: +13 Ref: +8 Will: +9| Perc: +6| LoH 6/7 | 5 str damage

Maria rushes forward wordlessly to deal with the threat. She stands next to Gadren, prepared to hold off the noxious creatures. She swings her greatsword at the centipede threatening Gadren and the other one that moves up.

With my 20ft move speed I can get over there if Phaedra moves at all. Readying cleave for when another centipede moves within reach. -2 to my AC for this round. I'm assuming that Phaedra will move out of the way. If not, I won't be able to make my cleave but instead will just double move to be where I am.

Normal attack 1: 1d20 + 5 ⇒ (3) + 5 = 8
Damage 1: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Normal attack 2: 1d20 + 5 ⇒ (6) + 5 = 11
Damage 2: 2d6 + 6 ⇒ (5, 2) + 6 = 13

So much for being smart and forgoing my power attack to hit a creature that's probably killed by my min damage...


NG Human Inquisitor 7 | Status: Divine Favor
Stats:
AC 20 (T 15, FF 15) | CMB +7, CMD 21 | Init +8 | Speed 30ft | F +7, R +6, W +8 | Perc +13, SM +13
HP 52/52 | Judgement 1/3 | Bane 7/9| TotSW 5/5 | 1st lvl 4/5 | 2nd lvl 3/4 | 3rd lvl 2/2 | Ammo 60

Lazar is a bit surprised by the sudden intrusion of the vermins, but quickly amends it by drawing an arrow and shooting precisely at the same one Cedric has just done.

Move action to move, Standard to attack.

Arrow shot vs Red, Point Blank 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Damage 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9


Male Human Bloodrager (inactive)

Round 1

Mishtes pushes past Maria and Gadren with a crazed look (read: he just entered a bloodrage) and tries attacking one of the centipedes (yellow):
scimitar (main hand): 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d6 + 6 ⇒ (1) + 6 = 7
(critical: 18-20/x2)

@ GM_DBH: pulled out both the scimitar and gladius, due to tight quarters


Are you sure you want to do that?

Lazer I switched your shot to Blue as Cedric had killed Red.

Cedric puts a bolt into Red, splattering it across the stairs.

Lazer neatly dispatches Blue.

Mishtes runs up the stairs and cuts Yellow into pieces.

Green skitters across the stone tiles and lunges at Mishtes.
Bite: 1d20 + 2 ⇒ (2) + 2 = 4
Coming nowhere near him.

Mishtes backhands it with his Gladius and it dies.
These things are a little too weak to play out another round.

Once the brief excitement is over you open the sarcophagus to find the cache the professor spoke of in his journal.

Although Professor Lorrimor has already raided the cache, he didn’t take all of the tools kept here—a fair amount of useful material remains, including:
12 silver arrows,
4 sun rods,
6 flasks of holy water,
10 +1 arrows,
5 +1 ghost touch arrows,
2 +1 undead bane arrows,
5 potions of cure light wounds,
2 potions of lesser restoration,
A scroll of detect undead,
A scrolls of hide from undead,
A scroll of protection from evil,

A thin darkwood case decorated with an image of a scarab with a single eye glaring from its back—the same design that appears on the cover of the Manual of the Order of the Palatine Eye among the books in
the professor’s collection.

The darkwood case is worth 50 gp, and contains three objects of interest—a spirit board with a brass spirit planchette, and four iron and glass vials containing tiny, churning clouds of vapor. The vials sit in velvet-lined indentations to the left of the spirit board and planchette, along with six empty indentions—the professor made off with most of the vials but left these four behind. The four vials are all valuable magic items called Haunt siphons.

Brass spirit planchette:

Spirit Planchette
Aura moderate divination; CL 9th
Slot none; Price 4,000 gp (brass planchette),
10,000 gp (cold iron planchette), 18,000 gp
(silver planchette); Weight 5 lbs.
Description:
A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers.
Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side.
Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized.
A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.
To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance.
The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character
who asked the question, but resent such contact and give only brief answers to the questions.
All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board.
The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out).
A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below).
Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living.
Every time a spirit planchette is used, the user must succeed on a
Will save to avoid being temporarily possessed and harmed by the angry
spirits.
In some areas where the spirits are particularly violent or hateful, this Will save takes a –2 penalty.
The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received.
The spirits in the area are not omniscient—the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.”
If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or
whether they lie.

A Brass planchette can answer one question per use.

Haunt siphon:

Haunt Siphon
Aura faint necromancy; CL 3rd
Slot none; Price 400 gp; Weight 1 lb.
Description:
These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings.
Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air.
To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted.
You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt.
If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical.
It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes.
A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit.
Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.

What are you doing now?


M Aasimar Appearance when casting/channeling Cleric 7 HP:58/58 | AC: 12 T:12 FF: 10 | FortL +9 Ref:+6 Will:+11| Init:+2| Perception: +15/18| Channel 16/16

Who wants to be the loot keeper? I could keep track if the GM gives us a page on the google doc. Man. Sucks about the arrows, wish they were bolts >.< lol. If no one has a problem with it, I'd take, a scroll of detect undead, and the flasks of holy water at least and carry the Planchette

Wow, this is... quite a lot. Should we speak to the church before taking it all? Though, I'd like the flasks of holy water. They can be useful for me. I can also use some of these scrolls.. Mishtes, you said your name was? Are you injured at all? I saw one of the lunge at you.

Cedric slides the flasks of water into spaces on his belt, and picks up the darkwood case. He looks around at the others. Waiting on an answer to his question.


Are you sure you want to do that?

Loot sheet is now up top. I used the sheet doc, if you would prefer something different let me know?


Male Human Wizard (Spellsage) 7. Initiative +5, HP: 49/49, AC: 17(/14), FF: 14(/11), Touch: 13, Fort +7, Ref +6, Will+6, Perception +12. Focused Spell 1/1. Spell Study 2/2

"There's a number of useful items here. I suggest we take the lot, we may well need them. We can always return them later if this turns out better than I suspect."

"I'm not sure Cedric, I'm of two minds. I suppose I'm getting a little paranoid with all this talk about the Whispering Way."

"I'd like to take these two scrolls so I can scribe them into my spellbook, I can make more later once I have learned them which might be very useful for us."

A scroll of detect undead, . A scroll of protection from evil


Paladin of Iomedae (undead scourge) 7 | Init: +4 | HP: 74/74 | CMD: 23 | AC: 20 (ff: 20 t:11, +4 against smite target) Fort: +13 Ref: +8 Will: +9| Perc: +6| LoH 6/7 | 5 str damage

Foul darkness. We have to crush it.

Maria takes a sunrod, a potion of CLW, and a potion of lesser restoration.

We should split some of these up should any of us find ourselves in need. Let's go ask the spirits of Harrowstone what they know.

Maria is ready to rock.

Did some excel stuff so we can just claim an item and it will automatically tell us how much each of us have claimed to keep things roughly even. I didn't count the Brass Planchette against Cedric since it's really for party use and would artificially inflate how greedy he looks. He is probably the best suited to use it though with his lordly will save.


M Aasimar Appearance when casting/channeling Cleric 7 HP:58/58 | AC: 12 T:12 FF: 10 | FortL +9 Ref:+6 Will:+11| Init:+2| Perception: +15/18| Channel 16/16

Cedric would nod at Maria's comment. Yes, I can take care of myself, I believe these are healing potions. Here, you all should take them, in-case we get split up,

Cedric hands at least one potion to each party member that hasn't taken one. Then holds up the Haunt Siphons. It might be useful if those of you that cannot use divine magic take one of these as well. We never know what could happen in the prison when we go.


Female Human Bard (Archivist) / 5 || Initiative: +2 \ HP: 11/31 \ AC: 16, FF14, T12 \ Saving: F: 1. R: 4, W: 6 \ Perc: +8

"There are six flasks of the Holy Water, it could be useful to divide them up amongst any of us that can use them in case we get spread out during our investigations."

"I also would like the opportunity to examine that darkwood case when we get back to Kendra's home." This is said to Cedric.

Phaedra will pick up a potion of lesser restoration and one of cure light wounds.


NG Human Inquisitor 7 | Status: Divine Favor
Stats:
AC 20 (T 15, FF 15) | CMB +7, CMD 21 | Init +8 | Speed 30ft | F +7, R +6, W +8 | Perc +13, SM +13
HP 52/52 | Judgement 1/3 | Bane 7/9| TotSW 5/5 | 1st lvl 4/5 | 2nd lvl 3/4 | 3rd lvl 2/2 | Ammo 60

"I agree with Phaedra, the holy water should be divided as well." Lazar examines the rest of the items. "If no one else wants them, I'll take the arrows and a sunrod."

While trying to fit the arrows in his quiver, Lazar comments on the looting. "I would be a bit against looting from a crypt in a temple of the Lady but, in this case, it is indeed a false crypt. There's no dead one here we're stealing from, and these items belonged to the Professor, who left them here for us."

Wow, those arrows really add up to my loot value :P I've also edited Lazar's name in the sheet formula to fit its proper spelling.


Male Human Wizard (Spellsage) 7. Initiative +5, HP: 49/49, AC: 17(/14), FF: 14(/11), Touch: 13, Fort +7, Ref +6, Will+6, Perception +12. Focused Spell 1/1. Spell Study 2/2

"With regard to going to Harrowstone, I doubt we will explore and put the place to rest in one fell swoop but a preliminary foray would let us prepare better for tomorrow."


NG Human Inquisitor 7 | Status: Divine Favor
Stats:
AC 20 (T 15, FF 15) | CMB +7, CMD 21 | Init +8 | Speed 30ft | F +7, R +6, W +8 | Perc +13, SM +13
HP 52/52 | Judgement 1/3 | Bane 7/9| TotSW 5/5 | 1st lvl 4/5 | 2nd lvl 3/4 | 3rd lvl 2/2 | Ammo 60

"Um... how far was it from here, again?"


Are you sure you want to do that?

Harrowstone is a mile to the south of Ravengro, the problem for you is that it is now late evening and getting darker.


M Aasimar Appearance when casting/channeling Cleric 7 HP:58/58 | AC: 12 T:12 FF: 10 | FortL +9 Ref:+6 Will:+11| Init:+2| Perception: +15/18| Channel 16/16

We don't have time to go there now, but if you wanted we could continue there in the morning. Though I am wary about rushing things... Either way, let us head back to Kendra's tonight.

he turns to Pheadra.
Well, I could use these in my spellcasting, but, I can't argue that your suggestion is valid. I'd be willing to give one to anyone that desires ones.


Paladin of Iomedae (undead scourge) 7 | Init: +4 | HP: 74/74 | CMD: 23 | AC: 20 (ff: 20 t:11, +4 against smite target) Fort: +13 Ref: +8 Will: +9| Perc: +6| LoH 6/7 | 5 str damage

Sorry about the mis-spelling Lazar. Not sure why I read it wrong.

Maria itches to delve the depths of Harrowstone immediately. What are we afraid of? In those ruins, there's little difference between night and day as I see it. We have the tools. We need answers.

She sticks solidly to her assertion unless the others strongly prefer to head to Kendra's for the night first, in which case she accepts with a clouded expression and follows silently along.

In character, what to go tonight and am somewhat stubborn. OOC, don't mind either way.


Male Human Wizard (Spellsage) 7. Initiative +5, HP: 49/49, AC: 17(/14), FF: 14(/11), Touch: 13, Fort +7, Ref +6, Will+6, Perception +12. Focused Spell 1/1. Spell Study 2/2

"We could compromise, say head there and check the perimeter. If there are obvious signs of something going on intervene if not we can withdraw and return in the morning. Some forms of undead are weakened by sunlight or during sunlight hours. Let's choose the conditions of any conflict carefully."


NG Human Inquisitor 7 | Status: Divine Favor
Stats:
AC 20 (T 15, FF 15) | CMB +7, CMD 21 | Init +8 | Speed 30ft | F +7, R +6, W +8 | Perc +13, SM +13
HP 52/52 | Judgement 1/3 | Bane 7/9| TotSW 5/5 | 1st lvl 4/5 | 2nd lvl 3/4 | 3rd lvl 2/2 | Ammo 60

"On the other hand" Lazar thinks aloud, "we should remember that the Professor's will also compels us to protect Kendra. Maybe, for the first night, we should let everyone clear that she's not alone."


Paladin of Iomedae (undead scourge) 7 | Init: +4 | HP: 74/74 | CMD: 23 | AC: 20 (ff: 20 t:11, +4 against smite target) Fort: +13 Ref: +8 Will: +9| Perc: +6| LoH 6/7 | 5 str damage

At word of protecting Kendra, Maria nods with frustrated agreement. She sighs.

Yes. We should make it clear that no meddling with her will be tolerated. Let us spend the night at the Lorrimor home. I will take first watch.


Female Human Bard (Archivist) / 5 || Initiative: +2 \ HP: 11/31 \ AC: 16, FF14, T12 \ Saving: F: 1. R: 4, W: 6 \ Perc: +8

"Yes, Kendra just laid her father to rest today. She shouldn't spend the night all alone."


M Aasimar Appearance when casting/channeling Cleric 7 HP:58/58 | AC: 12 T:12 FF: 10 | FortL +9 Ref:+6 Will:+11| Init:+2| Perception: +15/18| Channel 16/16

Cedric lets out a small sigh. I agree. Let us return.


Male Human Wizard (Spellsage) 7. Initiative +5, HP: 49/49, AC: 17(/14), FF: 14(/11), Touch: 13, Fort +7, Ref +6, Will+6, Perception +12. Focused Spell 1/1. Spell Study 2/2

"With a little preparation I should be much better able to tackle the challenges ahead. Morning will still serve our intent well enough."


Are you sure you want to do that?

Kendra is grateful for the company you provide her. She speaks little but listens with interest to any stories you have of meeting and working with her father. Finding some comfort in learning things of his life that she hadn't known.

The night is quiet and you all manage to sleep well, nothing comes to bother the house or occupants in the night, those on watch have more trouble with staying awake than any threat.

The morning comes with some interesting news though, Kendra is told by her housekeeper that the monument to those lost is the Harrowstone fire was defaced during the night?

The monument is 'O' in the Ravengro map.

What is the party doing this morning?


Paladin of Iomedae (undead scourge) 7 | Init: +4 | HP: 74/74 | CMD: 23 | AC: 20 (ff: 20 t:11, +4 against smite target) Fort: +13 Ref: +8 Will: +9| Perc: +6| LoH 6/7 | 5 str damage

This is a monument to the good folk lost in the fire, yes? Not the prisoners?

Upon hearing the news, Maria's brow darkens. Dishonoring the dead. I must see this. She gathers up a few of her items and prepares to storm over to the monument. She speaks to her co-habitants of the Lorrimor house If you are on the side of light, you will help me right this disgrace.


Male Human Wizard (Spellsage) 7. Initiative +5, HP: 49/49, AC: 17(/14), FF: 14(/11), Touch: 13, Fort +7, Ref +6, Will+6, Perception +12. Focused Spell 1/1. Spell Study 2/2

Learning Keep Watch Spellcraft DC 16: 1d20 + 11 ⇒ (17) + 11 = 28

Gadren spends some time the previous night studying and scribing the new spell he has gained into his spellbook before settling down for the night.

The next morning as he hears the news he nods to Maria but once they are outside he gives voice to his suspicion. "Given who has been skulking around this area of late it might be more than vandalism. It could be part of some kind of part of a ritual."


M Aasimar Appearance when casting/channeling Cleric 7 HP:58/58 | AC: 12 T:12 FF: 10 | FortL +9 Ref:+6 Will:+11| Init:+2| Perception: +15/18| Channel 16/16

Cedric spends time preparing his spells. He then slings his crossbow over his shoulder and grabs his back containing his scrolls.

Cedric ponders as the others speak. Perhaps, but I find it rather odd that a group so secretive would openly vandalize a monument. It may be nothing. But, I suppose it is worth checking out.


Female Human Bard (Archivist) / 5 || Initiative: +2 \ HP: 11/31 \ AC: 16, FF14, T12 \ Saving: F: 1. R: 4, W: 6 \ Perc: +8

Phaedra shrugs. "I suppose we could investigate what happened to the monument before continuing with our original plans to explore Harrowstone."


NG Human Inquisitor 7 | Status: Divine Favor
Stats:
AC 20 (T 15, FF 15) | CMB +7, CMD 21 | Init +8 | Speed 30ft | F +7, R +6, W +8 | Perc +13, SM +13
HP 52/52 | Judgement 1/3 | Bane 7/9| TotSW 5/5 | 1st lvl 4/5 | 2nd lvl 3/4 | 3rd lvl 2/2 | Ammo 60

"It will depend on what we find there, and we won't know until we go. So, let's go - after breakfast, that's it!" Lazar smiles widely.


Male Human Wizard (Spellsage) 7. Initiative +5, HP: 49/49, AC: 17(/14), FF: 14(/11), Touch: 13, Fort +7, Ref +6, Will+6, Perception +12. Focused Spell 1/1. Spell Study 2/2

"A quick one, who knows how long we will be out Maria if something comes of this. When we are out there if there's little to it you know we will head towards Harrowstone."

Gadren avails of the chance to make some sandwiches and take some fruit if possible.


Are you sure you want to do that?

Your route to the monument takes you past the southernmost cottage in the village, the owner, an elderly man glares at you as you pass by. You recognize him as the spokesman for the group who tried to stop Professor Lorrimor being buried in the graveyard.

After the Harrowstone fire in 4661, the town of Ravengro built a stone memorial in honor of the guards who gave their lives preventing the prisoners from escaping and thus saved the village from a night of even worse violence.

You study the monument in the still morning light, a large V has been dubbed crudely in blood at the base of the monument.

What are you doing now?


Male Human Wizard (Spellsage) 7. Initiative +5, HP: 49/49, AC: 17(/14), FF: 14(/11), Touch: 13, Fort +7, Ref +6, Will+6, Perception +12. Focused Spell 1/1. Spell Study 2/2

Gadren gives the man a warm smile. "Good morning, I hope it finds you well." The man would likely be upset at anything he said so no point wasting time on him.

---------------------------------------------------

"Perhaps one of us can tell more from the blood, what creature does it come from for example... chicken blood is bad enough but if it comes from a humanoid it's of a far more disturbing nature." Gadren begins to examine the statue, perhaps there is some occult significance or something more mundane he can spot like a secret compartment including a casting of detect magic. "Or a good tracker could find the culprit's trail.


Paladin of Iomedae (undead scourge) 7 | Init: +4 | HP: 74/74 | CMD: 23 | AC: 20 (ff: 20 t:11, +4 against smite target) Fort: +13 Ref: +8 Will: +9| Perc: +6| LoH 6/7 | 5 str damage

Maria stares in anger at the defaced monument.

Let us find out what we can then do something about it.

Maria glances around for signs of who did this or where they went.

Perception: 1d20 + 1 ⇒ (8) + 1 = 9

Pally has no skills to help here...


NG Human Inquisitor 7 | Status: Divine Favor
Stats:
AC 20 (T 15, FF 15) | CMB +7, CMD 21 | Init +8 | Speed 30ft | F +7, R +6, W +8 | Perc +13, SM +13
HP 52/52 | Judgement 1/3 | Bane 7/9| TotSW 5/5 | 1st lvl 4/5 | 2nd lvl 3/4 | 3rd lvl 2/2 | Ammo 60

Lazar murmurs some prayers and puts his hands and eyes to work. "I doubt we can find any tracks here after we've stepped over all the place, but let's have a look just in case, who knows..."

Lazar casts Guidance for a +1 before each check.

Perception: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24 +2 vs undead
Survival: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 +1 to find tracks, +2 vs undead


Male Human Bloodrager (inactive)

Sorry for the absence, all... Like, I'm Canadian, eh?
So, like, I've got to apologize for [u]everything![/u]! :D

Mishtes also tries inspecting the bloody V to see if he can spot anything that's not too obvious:
perception: 1d20 + 4 ⇒ (11) + 4 = 15

@ GM_DBH: If there's any loot left from the false crypt, Mishtes will take a sunrod and potion of CLW...


Are you sure you want to do that?

Whoever did this has concealed their tracks well, Lazar can find little sign of them.

Where to now?


Male Human Bloodrager (inactive)

"Well, I guess we might as well carry on to the prison..."


M Aasimar Appearance when casting/channeling Cleric 7 HP:58/58 | AC: 12 T:12 FF: 10 | FortL +9 Ref:+6 Will:+11| Init:+2| Perception: +15/18| Channel 16/16

I have little idea of any significance of this, so, I suppose we can head on to check out the prison grounds. Use caution everyone.


Male Human Wizard (Spellsage) 7. Initiative +5, HP: 49/49, AC: 17(/14), FF: 14(/11), Touch: 13, Fort +7, Ref +6, Will+6, Perception +12. Focused Spell 1/1. Spell Study 2/2

"Just a few moments." Gadren casts prestidigitation and begins to remove the new addition to the statue.

"Now the prison."


Are you sure you want to do that?

Harrowstone map up top. You are at area R1.

Harrowstone is located on a barren hill south of the city of Ravengro, the stark, sagging roof of its central structure visible through a large gap in the surrounding wall.
A partially overgrown track leads from the southern edge of town, winding around the base of the hill and then back up along its southern slope to the prison itself.
The prison consists of four distinct areas, each with its own features.

Prison Grounds: Harrowstone’s grounds are contained within a crumbling stone wall, the eastern portion of which has fallen away into a huge sinkhole that formed when the extensive eastern wing of the prison dungeon collapsed after the dreadful fire of 4661—this collapse took with it the prison graveyard, which now lies in ruins at the bottom
of the murky pond that filled the sinkhole.

Ground Floor: The fire didn’t do much damage to most of the ground floor, save in the northeastern corner, but over the last 50 years of neglect, the prison has grown quite moldy and filthy.
The walls are stone, and while the majority of the wooden supports are rotten, the building remains relatively sound.

Upper Floor: The upper floor can be entered via the stairs at area S10, or by climbing up an exterior wall to clamber through one of the many holes in the roof above.

Dungeon: Harrowstone’s dungeon has brick-lined walls supported by a combination of wooden and stone infrastructure. These supports burned away in the dungeon’s eastern wing back in 4661, resulting in the collapse of the eastern cellblock.
The chambers that remain were used primarily to house the most dangerous criminals.

R1. Courtyard Tower Doors:
A sagging wood and metal gate set between a pair of stone guard towers once barred entrance into Harrowstone, but the gates now hang negligently open, creaking softly in what wind touches the ruined bars.

What is the party doing now?


Male Human Wizard (Spellsage) 7. Initiative +5, HP: 49/49, AC: 17(/14), FF: 14(/11), Touch: 13, Fort +7, Ref +6, Will+6, Perception +12. Focused Spell 1/1. Spell Study 2/2

"I suggest once we are through the gates we should explore the grounds first, then the ground floor, then upper floor and finally the dungeon. The dungeon is likely to be the most dangerous I suspect having housed the criminals. Also there'll be fewest ways to exit. I'd rather mitigate the chances of something or someone creeping up behind us while we are exploring it to some degree."

Start moving towards R2 to explore the wall?


Female Human Bard (Archivist) / 5 || Initiative: +2 \ HP: 11/31 \ AC: 16, FF14, T12 \ Saving: F: 1. R: 4, W: 6 \ Perc: +8

"What about that little building over there on the left? R3 In addition to looking over the grounds, I'd like to check out any smaller building first before moving on to the main prison building."


Male Human Wizard (Spellsage) 7. Initiative +5, HP: 49/49, AC: 17(/14), FF: 14(/11), Touch: 13, Fort +7, Ref +6, Will+6, Perception +12. Focused Spell 1/1. Spell Study 2/2

"Good point. I'd include that as part of the grounds but didn't specify."


Paladin of Iomedae (undead scourge) 7 | Init: +4 | HP: 74/74 | CMD: 23 | AC: 20 (ff: 20 t:11, +4 against smite target) Fort: +13 Ref: +8 Will: +9| Perc: +6| LoH 6/7 | 5 str damage

Maria nods gruffly.

Yes. We should clear the grounds. Don't want to be flanked.

She strides over to the small building and glances at its exterior.

Perception: 1d20 + 1 ⇒ (19) + 1 = 20

If she doesn't hear or see anything suspicious, she attempts to open the door and look inside.

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