GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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Spugnoir checks.


Narrator

What do you check and in search of what?


HP 19/19 | AC:15 | T:11 | FF:14 | Fort:+5 | Ref:+1 | Will:+3 | Init + 1 | Perc + 0
Hailiss wrote:

"That seems a little... Harsh. Does it say if anyone arrived on the day of the fire?"

Hailiss checks the next door.

It was in response to this. I think it got lost as we moved onto a new page?


Narrator

This spacious room smells of mildew and rot. A long desk and chair sit to the south, while to the northwest a narrow alcove contains a closed safe. Thick layers of dust cover everything in sight.
Room S4 on the map


Spugnoir checks for balances.

Spugnoir examines the safe.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10

This really isn't what I am good at. Let us search the room, maybe the combination was left on a little piece of paper stuck under the desk.


Narrator

Sorry about the lack of detail. The safe has a lock, you would search for a key.


Spugnoir looks under the desk and chair. Classic spots to leave a key.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius gathers up all the notes he can on what prisoners were there and for what to go over at a later time as they may be useful. Then proceeds to follow the rest of the group down the hallway. Sword drawn and ready. Expecting more resistance the deeper they venture.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Assuming that Darius and Grergof got all the notes between the two of them...

Grergof stands near the doorway of the room holding the lantern in on hand and his scimitar in his other. As he does he stands watch as the others search. He is looking for anything odd he sees in the room or hallway, as well as scanning this whole area for evil.

You all search the area, I will stand guard.


Narrator

There is no key found in the office.

Grergof:
The evil is even lower in this office

A look in the last door in the corridor reveals a washroom and a privy (S5). There is nothing of interest found there.


Well I could try opening it, not very good at that kind of thing though. Any safecrackers here?


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

I say go ahead and try, If nobody has opened this after all these years, clearly they have forsaken ownership of the contents. And the contents may have been protected from the fire.

Oh and just so you know: As far as I can tell the safe looks haunt free to me.


Spugnoir pokes and prods and slaps the safe a few times.
People best leave the room just in case.

Disable Device: 1d20 + 7 ⇒ (3) + 7 = 10


Narrator

The safe is not impressed by Spugnoir's attempt.

You're allowed to take 20 on disable device to open locks. It takes two minutes and bears no risk for you. And you would find out immediately if your skill is sufficient.


Spugnoir takes an extra two minutes.

Maybe I could make some acid out of our stomach acid. Strain off the bile and I could get enough to dissolve a little.


Narrator

The safe is still not impressed by Spugnoir's skills.


I am afraid this is beyond my abilities. we'll need a professional locksmith.


Let us head east and check the door there. Spugnoir rustles everyone east SE door of S2 that leads to the south part of S15


Narrator

Several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a wall of iron bars. Over this stage the way leads to a door.

standing at the opened door looking in.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Brother Varsk stands in the doorway and scans the room for evil.

Perception: 1d20 + 2 ⇒ (7) + 2 = 9 if needed.


Narrator

Grergof:
There is a large circular area detecting as evil that reaches from the right wall to the first row of benches beyond the iron bars.


So should we keep going east?


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Picking up anything there Brother Grergof?" Darius says also scanning the room for anything suspicious.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


Elf Slayer 1/ Inquisitor 1 HP:19/19 HD:1d10+9 AC:14 T:11 FF:13 BAB:+1 CMB:+4 CMD: 15 Fort:+3 Ref:+3 Will:+4 Perc:+7

"I truly do hate places like this, if you see something, say something."

Perception: 1d20 + 7 ⇒ (15) + 7 = 22


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Something evil learns in most of this room. 'Most likely another haunt on the far side of the room near the bench and the bars.

If we enter we should proceed with caution.


Agreed, Darius seems to be the most effective at dealing with haunts with his blessings.


HP 19/19 | AC:15 | T:11 | FF:14 | Fort:+5 | Ref:+1 | Will:+3 | Init + 1 | Perc + 0

"There's also the haunt siphons. Do we save them for later?"


We should have one at the ready if there is a haunt.


Narrator

Darius, Aada once you step in:
You're feeling a chill as it suddenly gets cold. And you may act now in the surprise round


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Grergof, did you say 'MOST' of this room?! Aw by a goblins hairy sack." With that Darius' left hand shoots forward and up over him as tiny gold lights trail behind his hand and onto his form.
Casts Hide from Undead. Saving Throw DC 15 Will negates. Spell Resistance yes
For a brief second his form shimmers then returns to normal. He then moves into the room with his sword at the ready.
"Lets do this."


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

As you wish.

Grergof readies his scimitar and lantern and steps into the room next to Aada.

Ready action to intercept anything physical within reach threating Aada or myself.


Narrator

Darius moves into the room with nothing else happening. As Grergof steps into the room the temperature immediately drops significantly.
(Grergof and Darius -> DC11 Fort Save to avoid 1Str damage)
Negative Energy Damage: 1d6 ⇒ 5


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Fort Save: 1d20 + 4 ⇒ (18) + 4 = 22
"Is it me or did it get as cold as a frost Giants' armpit in here?" Darius says with a shiver.


Is it another one of those haunts? We best banish it.


Elf Slayer 1/ Inquisitor 1 HP:19/19 HD:1d10+9 AC:14 T:11 FF:13 BAB:+1 CMB:+4 CMD: 15 Fort:+3 Ref:+3 Will:+4 Perc:+7

Aada draws her sword out and prepares for an attack to come as Darius and Gregof move into the remove.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Fort: 1d20 + 7 ⇒ (2) + 7 = 9

Sarenrae protect us. Sir Redgrave You are right, it is far too cold in here for it to be natural.


Narrator

Knowledge (Religion) DC 13:
This is a cold spot haunt. This kind of haunt takes damage even from nonmagical from fire. Besides being harmed by positive energy.

It's your turn.


HP 19/19 | AC:15 | T:11 | FF:14 | Fort:+5 | Ref:+1 | Will:+3 | Init + 1 | Perc + 0

K. Religion: 1d20 + 11 ⇒ (19) + 11 = 30

"It's cold, right? We could just burn it."


My bombs are fire!

Spugnoir pushes up and lobs a bomb.
Damage: 1d6 + 4 ⇒ (4) + 4 = 8


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Knowledge Religion: 1d20 + 5 ⇒ (19) + 5 = 24
Will: 1d20 + 6 ⇒ (8) + 6 = 14

Shivering Brother Varsk says:
Good memory Miss Hailiss, That is a cold spot haunt and is affected by fire. I wish I knew how to permanently get rid of these spirits


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Will Save: 1d20 + 7 ⇒ (7) + 7 = 14
Knowledge Religion: 1d20 + 9 ⇒ (13) + 9 = 22
"This might help as well." Darius steps forward and raises his palm as soft light begins to coalesce in front of his hand before bursting into a flash of light.

Uses up Detact undead to Spontaneously cast Cure Light Wounds into Positive energy to harm the Haunt (I think that's right, right?)

Cure Light Wounds (Harm) Channel Positive Energy: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10 (+2 Dmg cos of Sun Domain), Will save for half. DC16 (I think, DC14 + 2 for Glory Domain) I think I did all that right. Lemme know if I missed anything.


Channel and Spontaneously casting a spell is different. Your domain abilities from Sun/Glory apply only to channeling


Narrator

Spugnoirs fire and Darius' healing put the haunt out of existance. The cold vanishes and it slowly heats up to room temperature.

For future uses: CLW to harm undead normally needs a touch attack. So please state where you put your hand when using it against a haunt.


Spugnoir starts to carefully examine the room. I think in those mystery novels, they would call this 'walking the grid'. When detectives search an area.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Narrator

This part of the room separated by the bars from the rest hides no surprises. Just the wooden platform in the middle and the door at the other end of this part that is more like a corridor.


Let us go through the east door then.


Narrator

The metal door to this room remains quite sound and in addition, it is locked.


Spugnoir tries to do the lock picky thingie even though he has had little success. Taking 20


Narrator

The lock is of the same making as the one in the safe. It doesn't open on Spugnoirs attempt.


I'm afraid that we'll either have to break the door down or leave it.

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