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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Are you sure you want to do that?

The Flesh Golem hound makes no response and maintains it watch.


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 eyes the golem warily but nods. "Makes sense. It's not attacking immediately... and we learned these things aren't always bad..." but still, she keeps a hand on her weapon.


Human Ranger(Trapper) 1st/Unchained Rogue(Knife Master/Relic Raider) 1st
Stats:
Init: +3; Hp's 17; AC 15/touch 13/ff 12; Fort +3/Ref +7/Will +3; Per: +6; CMD 15

"So when you say 'specific instructions', you mean it'll attack as soon as we get too close, correct? Because that's what I'm thinking. And if that is the case... should we just go ahead and set it off or do we have a better plan? Because I surely don't see any other way to get where we need to go without having to go through that thing," he states as a matter of fact.


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

"It could be... particularly when they are under attack. It's unlikely we can sneak past it without some rather foolhardy daring. Let me try one thing."

Gadren casts detect magic in case there is some magical auras in the area perhaps an arcane mark or something else useful.


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

"Perhaps it reacts to a certain trigger word... Maybe be the name of its creator? Do we know it?"


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 theory but time to test it." Gadren then speaks up and calls out once more. "We seek audience with Count Alpon Caromac."


Are you sure you want to do that?

No reaction to your words at all and Gadren finds no magic.


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

"It's probably been given more strict instructions than normal... if I had a cabal of evil necromancers and their allies besieging my house I wouldn't be expecting helpful visitors. We could try to wait this out but... what if they've found another way in. Things have become far more significant since we learned of their involvement."


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 shrugs and stretches her thick neck. "Well, we either fight this thing or try to find a way around. If the defenses are good, finding another way around will be pretty hard."


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

Back in F2 are those stairs leading up or down, if they're not hidden it might be worth investigating before getting stabby.


Are you sure you want to do that?

The stairs in F2 lead to the roof of the gatehouse. Anyone have the Mending spell?


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

Not Gadren but he has silk rope and mage hand if the stairs are in disrepair?


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

nor cedric, I have slots open, so may be able to do something with it though.


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 neither :(


Are you sure you want to do that?

Not what I was hinting. Anyone have Knowledge Nobility?


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

Kn Nobility: 1d20 + 2 ⇒ (13) + 2 = 15


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

Thanks to background skills, Maria has one rank in that.

K nob: 1d20 + 3 ⇒ (5) + 3 = 8

But doesn't know much. Never studied. Just heard what people talk about in Ustalav.


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

Knowledge Nobility: 1d20 + 9 ⇒ (3) + 9 = 12


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

know.nobility: 1d20 + 6 ⇒ (19) + 6 = 25

I think cedric remembers something.


Human Ranger(Trapper) 1st/Unchained Rogue(Knife Master/Relic Raider) 1st
Stats:
Init: +3; Hp's 17; AC 15/touch 13/ff 12; Fort +3/Ref +7/Will +3; Per: +6; CMD 15

I can at least give a shot at an aid another. I guess I can still do that even though I've got no ranks in it. If not, just ignore.

Know(nobility): 1d20 + 2 ⇒ (9) + 2 = 11


Are you sure you want to do that?

Cedric studies the torn grey tunic you found and identifies the symbol sewn on as that of the Caromarc family, and this is Schloss Caromac!


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

"So, they are besieged by the trolls and the goblins... which in turn are members of the Whispering Way" Lazar thinks aloud. He looks at the golem hound and something comes to his mind. "Perhaps one has to wear the family blazon to be allowed to pass?"


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

moving into new place with a new pup. Will try to post, but may be distracted next couple of days.

Cedric relays this shocking information to the others.


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 shrugs at Lazar's words. "Sounds like an idea. I say we try it." She pulls the tunic over her armor as well as it will fit and begins walking toward the hound, falchion in hand.

Won't attack it unless it attacks me but I'll try to walk past it.


Human Ranger(Trapper) 1st/Unchained Rogue(Knife Master/Relic Raider) 1st
Stats:
Init: +3; Hp's 17; AC 15/touch 13/ff 12; Fort +3/Ref +7/Will +3; Per: +6; CMD 15

Jack shrugs and follows after Maria, although, he keeps his distance in fear of himself setting off the "golem alarm".

He'll stay about 20' back. If she doesn't set the thing off no sense in Jack setting it off. We might could figure something else out if she can get past it.


Are you sure you want to do that?

I missed something in the gate house, but it was only another Troll so I hand waved it.

Loot:
3 fancy hatpins ending in tiny rubies, worth 75 gp each.
A magnificent spyglass bound in gold worth 1,000 gp.

Wearing the tunic means the Hound does not attack and the party can pass it peacefully. Reaching the other end of the bridge.

G2. The Great Door
The arched bridge ends at a small cobbled terrace with a curious looking iron door depicting a scowling sun being devoured by ravenous clouds. To the left, two hundred feet below, a huge waterfall plummets into the depths.

Spotting things:

perception: 1d20 + 16 ⇒ (14) + 16 = 30

Studying the door Jack notes it is both trapped and locked.

What 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

"One moment Jack before you try that door let me cast a spell on you to help you... this area is going to be a great challenge given the time and effort that has been put in." Assuming Jack agrees Gadren casts heroism on him.

Traps are dangerous... a little magic invested in keeping our trap guy safe is a good idea.


Human Ranger(Trapper) 1st/Unchained Rogue(Knife Master/Relic Raider) 1st
Stats:
Init: +3; Hp's 17; AC 15/touch 13/ff 12; Fort +3/Ref +7/Will +3; Per: +6; CMD 15

Nodding, "Thanks, old boy. Never one to turn down an assist." Jack then turns to the lock and goes to work on it.

Disable Device: 1d20 + 17 + 2 ⇒ (7) + 17 + 2 = 26 Disable trap
Disable Device: 1d20 + 17 + 2 ⇒ (1) + 17 + 2 = 20 Open lock

UGH! Man what garbage. Is it possible to take 10 on the Open lock portion? I know you can't on the trap part but not so sure on the lock part. I guess that would depend on if I was successful on the trap part. :P


Are you sure you want to do that?

Yes, I have no problem with taking 10 on Opening locks.

Scanning carefully Jack realizes that he needs to pull a concealed lever to open the door, or rather pulling the lever causes something invisible to do so.

Spellcraft DC16 so no need to roll to work out it's an Unseen servant dedicated to opening the door. As long as someone is wearing the Caromarc uniform. :)

G3. Great Hall
A huge portrait hangs above an enormous, lit fireplace in this large entry chamber. A set of steep stairs rises to the right.

Treasure: The portrait above the fireplace is of Count Caromarc, and shows him as a deeply curious man, surrounded by objects in his museum.

Perception DC20:

PCs making a DC 20 Perception check can see through a painted window behind the figure how the bridge connecting the Alchemy Wing (area H) to the Living Museum (area J) looked before it was blown up a few months ago.

Perception DC35:

A DC 35 Perception check reveals a figure in a mirror behind Caromarc, a four-armed white ape with clearly visible stitching—a flesh golem girallon.

The portrait is worth 500 gp.

What 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

Perception: 1d20 + 11 ⇒ (10) + 11 = 21

Gadren points at the painting. "Behind Count Caromac in the picture you can see a bridge, I think I might have seen it's ruins outside earlier. It looked to have been destroyed. Perhaps to hamper the minions of the Whispering Path. Perhaps we should try the stairs first. The Count seemed security minded... and given his more recent troubles that was shown to be prudent. Lets stay alert for traps and guardians as we advance."

Gadren casts mage armour on himself.


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 looks around after placing the spyglass into a bag and takes notice of what Gadren points out.

Curious indeed. I wonder if he foresaw this, and whether or not it was due to working with them in the past.


Human Ranger(Trapper) 1st/Unchained Rogue(Knife Master/Relic Raider) 1st
Stats:
Init: +3; Hp's 17; AC 15/touch 13/ff 12; Fort +3/Ref +7/Will +3; Per: +6; CMD 15

Perception: 1d20 + 15 ⇒ (19) + 15 = 34 AW CRAP! So freaking close! Tried to find another +1 but I just couldn't. :P

Gadren wrote:
Gadren points at the painting. "Behind Count Caromac in the picture you can see a bridge, I think I might have seen it's ruins outside earlier. It looked to have been destroyed. Perhaps to hamper the minions of the Whispering Path. Perhaps we should try the stairs first. The Count seemed security minded... and given his more recent troubles that was shown to be prudent. Lets stay alert for traps and guardians as we advance."

"Sounds good," he responds, nodding. Cracking his neck from one side and then to the other, "Well alright; let's get this show on the road, shall we? Time to let the fun begin," he says with a wry smile. Barring any objections, the rogue will start up the stairs carefully, keeping an eye out for practically anything of note.

Perception: 1d20 + 15 ⇒ (12) + 15 = 27


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

Aid on Perception, maybe, for that 35?: 1d20 + 11 ⇒ (12) + 11 = 23

Lazar follows the rest of the group upstairs while putting all his effort in not getting ambushed. The idea of the Whispering Way being so close makes him shiver, but now there's no turning back, as the destroyed bridge so clearly represents.

Perception: 1d20 + 11 ⇒ (8) + 11 = 19


Are you sure you want to do that?

A strange animated object of metal and flesh, lurks under the stairs. Although predominantly a thing of metal and wire, this loping construct has some organic parts that seem more for decoration than for a purpose. It takes awkward, hobbling steps and frequently rests itself upon
two huge, scythe-like forearms.

It ignores you once it sees the Uniform tunic.

You reach the top of the stairs and find yourself in a hallway, with three doors to chose from.

What are you doing now?

Map is updated, you are now in the middle map where the red arrow is pointing.


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 casts detect magic and focuses on the door closest to them to the north east as he's wary of magical traps or spells.


Human Ranger(Trapper) 1st/Unchained Rogue(Knife Master/Relic Raider) 1st
Stats:
Init: +3; Hp's 17; AC 15/touch 13/ff 12; Fort +3/Ref +7/Will +3; Per: +6; CMD 15

As he's just about to give up on the painting and head up, he feels a tapping upon his shoulder and turns to notice Lazar pointing at something within the painting. Squinting, it finally becomes clear to him. "Wow. I almost missed that. Kinda wished I did now that I see it. A white, ape-like creature that's actually a flesh golem. The crazy thing has four arms. Man, what will they think of next," he asks rhetorically. After a moments thought on that, "You know, never mind, I really don't want to know. Let's just keep moving." He then continues on.


Are you sure you want to do that?

None of the doors detect as magic.

Secrets:

perception Jack: 1d20 + 16 ⇒ (18) + 16 = 34

Looking them over carefully Jack informs you all that none of the three doors are locked or trapped.

What now?


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 shakes her head with a small smile on her face as she parades through the defenses of this place in her uniform. "Easy. Too easy. Kind wish we could fight these things. Besides, this security is terrible if I can just walk right through it."


Human Ranger(Trapper) 1st/Unchained Rogue(Knife Master/Relic Raider) 1st
Stats:
Init: +3; Hp's 17; AC 15/touch 13/ff 12; Fort +3/Ref +7/Will +3; Per: +6; CMD 15

"You know, Lady Maria, I gotta confess, I got no issues with easy. It's not every day that one gets the benefit of running into security measures that are no more difficult than a walk in the park. This is actually my kind of security," he admits, grinning wryly. As he finishes up checking all the doors, "Okay, all of these doors are clean. Don't suppose any of you have a preference on which one we should go through first?"


Are you sure you want to do that?

I decided this section can be sped up without any trouble.

dirty deeds:

perception: 1d20 + 16 ⇒ (2) + 16 = 18
perception: 1d20 + 16 ⇒ (7) + 16 = 23
perception: 1d20 + 16 ⇒ (9) + 16 = 25
disable device: 1d20 + 17 ⇒ (15) + 17 = 32

G11. Guest Bedrooms
White sheets cover the four-poster beds, wardrobes, and dressing tables in these luxurious guest rooms that are rarely used.
A locked door (DC 25 Disable Device check to open) in the southern room leads out to a narrow stone balcony (area G11a) with no handrails, which affords a spectacular view over the falls.

G12. Engineers’ Quarters
Three simple cots are arranged within this chamber. Numerous drawings and books litter a nearby table.

The engineers Caromarc hired to repair the damaged Alchemy Wing resided here. The drawings on the table are various attempts at plans for rebuilding the bridge between the workshop and museum.

Treasure:
The engineering books on the table are technical manuals worth a total of 100 gp. Also on the table are a magnificent jade and gold writing set with several jars of valuable inks worth 150 gp, and a small
portable ink jar with a silver clasp worth 20 gp.

G13. Master Bedroom
This neat bedchamber holds a resplendent four-poster bed surrounded by oak furniture.

This is Count Caromarc’s bedroom, though it is obvious that no one has slept here in days. The furniture consists of a wardrobe, a dressing table, chest, and a tall dressing mirror.

Jack spots the hidden cupboard behind the wardrobe and disarms the poison arrow trap on it.

Treasure:
The wardrobe is crammed with fine men’s clothing—10 noble’s outfits, six scholar’s outfits, and one royal outfit. One of the dressing table’s drawers contains a jewelry box holding a silver chain worth 50 gp, a gold snuff box set with a topaz worth 400 gp, a platinum handled
magnifying glass in a leather case worth 600 gp, and a monocle with a silver chain ending in a diamond pin worth 800 gp.

The secret cupboard contains several chests of coins totaling 2,000 gp, and a figurine of wondrous power (ivory goats).

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

"This place seems safe and secure enough that we could rest here but if people want to press on for a while I can understand that and wouldn't be opposed, I've got a few tricks still up my sleeve."


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 mutters "Where is our host? Where is Caromarc?" She shakes her head. "This doesn't seem good."

Sorry still a little lost after getting back from my work conference. I'm game to press on but I'm a little unsure where else we should go.


Human Ranger(Trapper) 1st/Unchained Rogue(Knife Master/Relic Raider) 1st
Stats:
Init: +3; Hp's 17; AC 15/touch 13/ff 12; Fort +3/Ref +7/Will +3; Per: +6; CMD 15

Disable Device: 1d20 + 17 ⇒ (18) + 17 = 35

Gadren wrote:
"This place seems safe and secure enough that we could rest here but if people want to press on for a while I can understand that and wouldn't be opposed, I've got a few tricks still up my sleeve."

"Sounds good to me." And with that, Jack pulls off his backpack and sets it down. He then goes through some of the items found and his eyes go wide at the clothing. "Well would you lookee here." At thought then occurs to him and he takes the royal outfit and sneaks away and pulls it over his own clothes; finds a fancy looking hat and puts it on; grabs the monocle and attaches it properly; and lastly, grabs the snuffbox.

Returning to the others, he raises the monocle to his eye as to appear 'proper' and his voice goes a bit gruff and quite older. "Good day to you, madam. I must say it has been far too long since I have had the honor of being bestowed upon with one as lovely as you. Please forgive an old man, madam, for being so forthright but I am old, you see. Oh! Where are my manners? I am Lord Caromac and here to welcome you to my fine establishment. I am amazed at your fantastic ability to make it through so many complicated, practically unbeatable traps that I have planted so perfectly throughout. One can never be too safe you know? You must have one fine, intelligent, young - and possibly quite good-looking I'd gather - lad who obviously possesses a great gift. As for the rest of you, I see you've acquired a rather humble group save for the proper gentleman there," he motions to Gadren. "And 'no' I'm not calling him old with the use of the term 'proper gentleman'. Just older." He gives a wink, grinning.

He then returns to his normal voice and pulls off the hat, "Huh? Huh? Whaddaya think? Not bad, huh? I'm thinking add a little gray in the ol' hair and beard and no one would be the wiser." Raising a hand to stop anyone from speaking just yet, "I know, I know. You all wish you could pull it off that well also, I get it. Hey, it's not for everyone; totally understandable," he jokes, giving a wink and grinning 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

Gadren raises an eyebrow "I doubt our host would appreciate us riffling through his things... though I have been thinking though, he's instructed the gollems to leave those with his livery go by but we've seen no servants and the gollems this far in are uninjured. Were they all killed off early on or hold up near the count somewhere else?"


Are you sure you want to do that?

Everyone leveled up and ready to go?


Human Ranger(Trapper) 1st/Unchained Rogue(Knife Master/Relic Raider) 1st
Stats:
Init: +3; Hp's 17; AC 15/touch 13/ff 12; Fort +3/Ref +7/Will +3; Per: +6; CMD 15

For the most part. Just got to get the info moved to Jack's profile.

Gadren wrote:
Gadren raises an eyebrow "I doubt our host would appreciate us riffling through his things... though I have been thinking though, he's instructed the golems to leave those with his livery go by but we've seen no servants and the golems this far in are uninjured. Were they all killed off early on or hold up near the count somewhere else?"

Lol!

Sighing, "Alright, alright. But if we meet this guy I'm gonna ask if I can keep the suit. I mean, c'mon, he's obviously not using it," he surmises, shrugging. The rogue then proceeds to put back the clothes where he got them.


Are you sure you want to do that?

Aside from the strange construct still lurking under the stairs you find the lower floors rooms are just as uninhabited as those above.

No wonder it was so quiet!

You searched the downstairs before resting, so your downtime was rather comfortable. I'm not going to sweat Perception checks in areas with no encounters. :)

G4. Library
Shelves crammed with books line the walls of this room. A comfortable leather chair sits in the room’s center.

A DC 30 Perception check discovers a secret door in the north wall, formed by a bookcase that swings inwards.

Treasure:
The books here are all about engineering and grant a +2 bonus on Knowledge (engineering) checks made here. The books are worth 500gp in total.

G5. Smoking Room
Two plush chairs sit around a small lit fire in this cramped, tobacco-stained room. Numerous tobacco jars stand on a shelf next to a pipe rack filled with strange pipes.

A DC 30 Perception check finds a secret door in the north wall.

Treasure:
The tobacco jars are filled with various exotic tobacco mixtures, worth 200 gp in total. Among the mundane pipes are a calabash set with six small jets (worth 75 gp), and a long churchwarden with a gold toothguard (worth 50 gp).

G6. Trophy Rooms

Treasure:
These two rooms are crammed with taxidermied animals and stuffed heads. While interesting, the numerous trophies in these rooms are low in value; the entire collection is worth perhaps 300 gp.

G7. Billiards Room

Treasure:
A billiards table fills up most of this chamber, and a rack of cues on one wall. A brass and gold score checker worth 90 gp hangs by the door.

G8. Dining Hall
[i]The vaulted ceiling of this large room is adorned with gilt. A pair of halberds hang above a huge lit fireplace in the far wall. A great dining table and twelve chairs take up the center of the room.

Guests at Schloss Caromarc are rare, and despite regular dusting, a DC 30 Perception check notices a build-up of dust around the chair legs. A large bell hangs near the fireplace, connected to the bell pull at the main entrance (area G2). Secret doors in the south wall lead to the library (area G4) and smoking room (area G5), and may be found with DC 30 Perception checks.

Although the secret door in the west wall is very well made, a DC15 Perception check locates the door from the slight draft and the sound of water rushing over the falls outside.

Treasure: The two halberds above the fireplace are masterwork. In addition, hooks next to the outside door in the secret corridor hold several coats, a walking cane, and a sealskin cloak worth 120 gp.

G9. Storerooms
These four rooms are crammed with items in boxes and on shelves, and the smell of beeswax lingers in the air.

Area G9a is a household storeroom containing furniture polish, mops and brooms, torches, and other simple tools for the use of the unseen servants in their daily chores.

Area G9b is a well-stocked wine cellar, and area G9c is a larder stocked with excellent foodstuffs. Both rooms are linked with pipes to the waterfalls below, lowering the temperature in these two rooms to better preserve their contents.

Area G9d is full of coal for the manor’s fireplaces, brought by
wagon from Lepidstadt only 2 months ago.

Treasure:
Caromarc likes his wine, and has several fine vintages in his cellar. The entire collection is worth 1,200 gp.

G10. Kitchen
This large kitchen contains a roaring stove, several workbenches, and a spice cabinet. While Count Caromarc occasionally brings in chefs from Lepidstadt to cook for him, he generally cooks his own meals here. A bell hangs above the stove, connected to the main entrance bell pull (area G2).

Treasure: The spice cabinet is of Tian design and crammed with an outstanding collection of spices. In total, the collection is worth 300 gp.

H1. Narrow Walkway
A narrow stone bridge without a handrail lies above the roaring river waters as they are drawn over the edge of the falls.
The bridge, created by a stone shape spell, links the manse to the alchemy wing. The bridge is 3 feet wide, and though it looks precarious, it is easy to cross, unless the PCs attempt to do so at full speed, in which case a DC 10 Acrobatics check is required.

The bridge ends at a narrow stone terrace with a wooden door.

You are at the doorway to H2. Everyone ready?


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 casts mage armour on himself and with Jack's permission will cast heroism on Jack once more. He cracks his knuckles and gives his fingers a wiggle... far more ominous when done by a mage.


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 rolls her neck back and forth and casts a couple of spells of her own. "Ready. Let's do this."

I haven't added stuff from the house to the loot sheet yet because I haven't been assuming we'd walk off with this guy's fine wines until we know what's going on.

Casting divine favor and weapon of awe.


Are you sure you want to do that?

Maria being the Paladin and not stealing anything that's not nailed down. Everybody else sitting in plush chairs, drinking fine wine and smoking exotic tabacco's, while trying to look innocent. :)

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