GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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Narrator

Miss Chance DC 50: 1d100 ⇒ 39
Hailiss swings her blade at the area but to no visible effect.


Spugnoir keeps swatting at any hostile equipment
Whack: 1d20 + 1 ⇒ (19) + 1 = 201d8 ⇒ 7


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 carefully detects where the poltergeist is and points it out to the others. Then he attempts to lay his hands on it again.

LoH (touch): 1d20 + 6 ⇒ (1) + 6 = 7
Harm Undead: 1d6 ⇒ 2
Miss chance: 1d100 ⇒ 38

Blast it, I know it is here, but I can't touch it!


Narrator

Darius holds up his holy symbol again and in a mix of prayers to Iomedae and curses towards the undead he douses the area in golden light again. (channel positive energy
Channel: 1d6 + 2 ⇒ (5) + 2 = 7

And suddenly the whirlwind stops and everything falls to the ground again. There is almost nothing left that could be used as Spugnoir smashed quite some of the flying parts. The bone saw still looks usable even if it has seen better days.

A search of the room reveals some more useful items. Like two full healer kits, and a vial rack that is screwed to the wall with 3 vials of antitoxin, 2 vials of antiplague, 3 doses of bloodblock, 3 doses of smelling salts, 2 vials of soothe syrup, and four potions of cure light wounds.

(And don't forget the secret cabinet Darius remembered from the other room)


These look rather useful, we should divide these when we can. In fact, we have taken quite a beating so perhaps we should retreat for a bit to patch up our cuts and burns.


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

"Well that was something. Blasted poltergeists are a nuisance. At least that's over. Once we're done here I'd like to check something out in another room that may be of interest to us. But first, is Everyone okay?"


Narrator

As the group stands there and enjoys the silence after the clatter the poltergeist produced there is a shrill shriek followed by the slamming of doors and an explosion.

The noises come from beyond the double doors - the other entrance into the infirmary.


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

Stack up on the door," Aada throws the tray aside as she moves to the double door of the infirmary, "I can take point."


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)

Go Miss Aada, I will guard your back!

Grergof grabs his lantern/scimatar and steps behind Aada scanning the area ahead for evil.


Spugnooir takes the middle row. How is everyone? We don't want to fight if we are too injured.


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 gets ready to kick the door down when the group is ready.


Narrator

As all ready themselves the noise of someone rattling at a door is heard from the same direction.


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

Chanting in an Elvish tongue, Aada sends forth a chilling divine power.

Casting Bless


Well I am ready I guess.


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

"You are ready now my friend." Darius says as he lays a warm hand on Spugnoir.

Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3 Last one since I didn't get to use it during the fight I'm hoping it doesn't count as discharged. If not then ignore this part.

Oh man what a crappy roll. Sorry dude.]


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

"Then let's go!"

Hailiss does her best to open the doors.


Narrator

The doors open into a long corridor. The rattling of the door comes from behind another set of double doors at the opposite end of the corridor. Along the corridor are several more doors to the left and right.

(the corridor leading from S14 to S2)


Maybe that haunt that locked the doors behind me is back?


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)

That is my guess as well. Shall we look and see for sure?
Grergof slowly moves down the hallway, Searching for anything out of place and detecting for evil as well.
Perception if needed: 1d20 + 2 ⇒ (17) + 2 = 19
If he finds nothing he stops just short of the double doors to S2 and waits for someone else to open them.


Narrator

Passing the corridor is uneventful. Through the not completely closed doors to the left a stair leading down can be seen. But as the corridor has no windows the dim light allows only sight of the first few stairs.

Behind the double doors the rattling at a door still continues and low-voiced curses are heard.


I think we should avoid going down, we still have a lot of ground to explore here.


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

"Then let's follow the sound," Hailiss says, and puts words to action, pulling the double doors open.


Narrator

The double doors resist Hailiss' try to open them as they are hold shut like last time. After some more time the door is released and opens. In the light of a glowing sun rod that lies on the floor a familiar face greets the group.


Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11

Turning around with a vial in hand ready to throw Jominda stares at the opening door. As she sees who comes through she relaxes. She hides the vial by putting it back in her pocket and straightens herself.

"Oh, hello." Jominda greets the others. "I'm glad I found you. I heard you already went to the Harrowstone and forgot to tell me." she says wiping the sweat from her forehead with her sleeve. She looks a bit pale but tries to overplay her condition.


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 speaks without lowering his scimitar.
Mr. Redgrave is this the shopkeeper you mentioned? If it is, then we all need to talk. Simply put this place is dangerous, and nobody should be wandering around alone here!

As he does this he continues to scan for evil including Jominda to make sure she is not s haunt.


Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11

"Yes, I'm Jominda Fallenbridge from the Ravengro apothecary. Darius and Spugnoir visited me earlier and invited me to come along to take a look at the Harrowstone." she explains approaching Grergof offering a hand.


Narrator

Grergof:
Jominda is indeed of flesh and blood and doesn't detect as evil.


My goodness, I completely forgot to tell you when we were leaving. Nevertheless, this place is indeed very haunted, we have met flying skulls and a haunted stove that tried to burn us alive! Also flying knives.


Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11

"That,... that is interesting!" Jominda replies in artificial excitement. "And you bested all these?" she asks.


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)

Grergof sheathes his scimitar and steps forward to shake Jominda's hand
Nice to meet you Mistress Fallenbridge, I am Brother Varsk.
It was very brave of you to come to this place, given that you already knew it was haunted.
If you wish to help us cleanse this area of evil, you are welcome to join us, but know that as Mr Spugnoir states there is deadly danger here.
What you just experienced is the most harmless we have seen so far.
I'm not trying to scare you away, but I want you to know what you are walking into here.


Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11

"Oh, no, no. I just want to take a look." Jominda replies. "I have been curious ever since I can think. And if you have something you need you can always ask me. If something needs to be blown up for example. But I'm no ghost buster. I'll leave that to you."

"But are there rooms that are safe already?" she asks curiously.


Well we have gone through the rooms on the east side of Harrowstone and dealt with several haunts. So 'safe' as safe can be I believe, but the west side is still mostly unexplored. So best not get too relaxed in any room.


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)

Grergof stops and thinks for a moment then says:
Actually Mr Spugnoir, do you think she could help with the lock you didn't open? Maybe with acid or something? That office seems reasonably safe now...


Do you have anything that can help opening a locked safe? I do remember I foudn some fine locksmithing tools so maybe I can try again to open the lock. MW Thief Tools


Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11

"Sorry, but opening locks is none of my skills." Jominda replies. "And I don't have acid with me. But I could make some later. What kind of lock is it?"


I believe it needs a key, but we were unable to find it. Spugnoir describes the look as best he can.


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

"Hi Jominda. I'm so so sorry I forgot to notify you about our little exhibition here. I was so caught up in the rush of it all. Are you alright? You didn't get harmed navigating these haunted ruins did you?" Darius asks a bit flustered and embarrassed by his thoughtfulness. Then turns to the group to address them. "We should head back this way. There's something back here that may be of some importance that I think we have to look over before we venture further." Room S16


Lead on.


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Narrator

Darius leads the group through the eastern door along the iron bars through the smashed in iron door and to the vault at the wall. At the back of the compartment with the prisoners goods is small hole where a finger fits in. Pulling at it the wooden back wall comes loose and reveals some more items.

A bloodstained handaxe, a collection of holy symbols on fine silver chains that are badly entangled, a moldy spellbook, a smith's hammer and a tarnished silver flute.


Female Human Alchemist (8) - Init+4, Save +7/+9/+5, AC19/12/17, HP 51, Perc. +11

Jominda picks up the sun rod and follows Darius to the other room. "I'm fine. Mostly. I didn't get far yet. These scary looking faces locked me in this dark room and simply disappeared. They did a pretty good job convincing me that I'm not welcome here. But I managed not to soil myself so I think I'm fine."

Looking over Darius shoulder - figuratively - her eyes grow wide on the sight of the items. "Murder weapons! There is still the blood on this axe!"

"But how do you kill someone with holy symbols? That makes no sense at all" she thinks aloud.


Um..Strangle them with the chains? These might be magical, and well...the criminals are no doubt long dead so we might as well have a look.


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

Hailiss carefully examines each item, careful not to touch them.

Detect Magic.


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Narrator

Hailiss:
Only the axe detects as magic

All five items are labeled with names.
The axe: Vance Saetressle
The holy symbols: Sefick Corvin
The flute: "Piper of Illmarsh"
The spellbook: Hean Feramin
The hammer: Ispin Onyxcudgel


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 looks at the holy symbol. Early she sort ignores the woman from alchemical store and keeps quiet, "Wonder what were to happen if we touched one. Maybe there is a theme to this madness."

Know.Rel.: 1d20 + 5 ⇒ (20) + 5 = 25


Narrator

It is just an entangled ball of about a dozen different silver holy symbols of the most common deities in Golarion.

Aada:
Want a list? For 25 you can identify all of them, but I would have to make them up.


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

Foxy:
Gimme Gimme


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)

Grergof scans all the items for evil and if he sees none, he will pick up the ball off holy symbols and look for one for Sarenrae.

Do any of the the papers we picked up specify what the prisoners are in for? I would be interested in knowing why these items are here


Narrator

Grergof:
No evil detected in the items.

Aada when getting a hand on the ball of symbols:
Erastil, Iomedae, Torag, Sarenrae, Shelyn, Desna, Cayden Cailean, Abadar, Irori, Gozreh, Pharasma, Nethys, Gorum, Calistria


Narrator

To get information out of the documents takes four hours to sort through and then you can use them as a reference for knowledge checks to find things out about the prison. So basically: Yes.


If we need to research the items, we should get back to the manor and check during the night perhaps? We can read through what papers we found here and ask the sheriff and the head cleric of Pharesma.

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