GM Fyrian's Carrion Crown Campaign

Game Master Fyrian

A lesson in horror in the haunted nation of Ustalav

Harrowstone Grounds


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Radim:
Glad it makes more sense now! I had to read it a few times myself.
You make it back to the house without any issues, but still sensing the heightened tension among the towns people.


Vital stats/skills:
HP: 23/24, -AC: 20/T: 12/FF: 18 – Perception +6 (Darkvision) - Initiative: +4 - F: +9 / R: +6/ W: +7 - CMB: +5 - CMD: 17, Speed: 20
Other Skills:
Acrobatics +2, Bluff +4 , Climb +0, Diplomacy +10,Perform(Sing) +9, Sense Motive +4

Tuoni says nothing in response to the tiefling's stroy. What is there to say.

Hurrying up to Baris, Tuoni answers rather distractedly, Possibly. To the girls, I am Sir Argyris. Where did you learn that song? Diplomacy, if needed.1d20 + 10 ⇒ (6) + 10 = 16 While the girls answer Tuoni extends his senses, looking for any sources of evil. While there is little chance of anything there, it doesn't hurt to look


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

*Note Baris is outside, so he is now in full silk monk garb, only his head can be seen, so that he looks more friendly. He can put on his hood if needed only showing his eyes. On top of that is his black robe with the orange and gold runes as gilding. Weapons and back pack left in the professor's house.

Baris comes up with Sir Argyris. "Greetings, I am Baris." He bows, then does a backward flip to do a trick for the girls. Acrobatics Check 1d20 + 9 ⇒ (17) + 9 = 26. "How do you do?"


Vital Stats/Skills:
HP: 18/18, - AC: 17/T: 13/FF: 14 – Perception +6 - Initiative: +3 - F: +1/ R: +7/ W: +3 - CMB: +0 - CMD: 13, Speed: 30
Other Skills:
Skills Acrobatics +2, Bluff +9 (+10 vs. attracted ), Climb +3, Diplomacy +15 (+16 vs. attracted ), Disable Device +6, Escape Artist +5
other skills 2:
Intimidate +5, Perception +6 (+7 to locate traps), Perform (oratory) +7, Sense Motive +6, Sleight of Hand +5, Stealth +5

Tev:
seeing Tev walk out after the old man "So how did you do?"


Tuoni, Alyssa, and Baris:
The girls all look at each other, giggling a little bit once again at Baris's antics and how the handsome man addressed them. The oldest looking of the group spoke up. "Well, we have just always sung it. We learned it from the girls older than us, who learned it from the girls before them. It's just a silly game, I don't think it means anything. It's just always been around."

Alyssa Sense Motive: 1d20 + 1 + 4 ⇒ (6) + 1 + 4 = 11
Alyssa Perception: 1d20 + 1 + 4 ⇒ (1) + 1 + 4 = 6
Baris Perception: 1d20 + 8 + 4 ⇒ (6) + 8 + 4 = 18
Baris Sense Motive: 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17
Tuoni Perception: 1d20 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Tuoni Sense Motive: 1d20 + 4 + 4 ⇒ (18) + 4 + 4 = 26
That was some sad rolling until the end there, but since you're all together watching this I'm going to make this a sort of public knowledge roll.

You can tell that the girls are telling the truth that they don't know where the song comes from, but you also perceive that the song could not have been merely some nursery rhyme sung to children. This song must have deeper roots somewhere.

Tuoni:
You detect no evil in the girls, but the hairs on the back of your neck raise. You feel a faint presence of evil all around you.


Vital stats/Skills:
HP: 15/15, - AC: 15/T: 12/FF: 13 - Perception: +1 - Initiative: +2 - F: +3 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30ft
Other Skills:
Intimidate +4, Knowledge Arcana +7, Knowledge Local +5, Knowledge Planes +7, Spellcraft +7, Stealth +4

Tuoni and Baris:
Alyssa hung back from the gathering of girls as Tuoni and Baris went to speak with them. She took comfort in the fact that she was wearing her cloak and she held very still to try and avoid the children's notice. Thankfully it seemed to work, and she was still within range to hear what they said about their song. She made a mental note to remember the words and see if there could be some historical context to a murder that took place, but it was more for her insatiable curiosity and need for any knowledge rather than a hunch that this could have some bearing on their mission.


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

Tuoni, Alyssa:
"Well it seems such a dreadful thing to sing, but alas good day to you ladies." With that he simply tumbles back then on towards the temple for 15 feet. Waiting for his friends.


This is the same post from the last page, just figured it would be easier for you to have it on this one.

The Temple of Pharasma:
As you walk through town you hear a certain level of activity in the town. The people are all very worked up about something, but you can't tell what. When you arrive at the temple you see an impressive building that has a stained-glass window set in the eastern wall that depicts the judging by the Lady of Graves of Count Andachi, an infamous past ruler of Tamrivena. One of the acolytes approaches you shortly after you enter. "Greetings, how may I be of service?"


Vital Stats/Skills:
HP: 12/12, - AC: 12(16)/T: 12/FF: 10(14) - Perception: +2 - Initiative: +2 - F: +1 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30
Other Skills:
Appraise +6, Bluff +7, Fly +2, Intimidate +7, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (planes) +8, Spellcraft +6, Use Magic Device +7

Tev waited for the old man to get a little bit further away before answering Janasen. "I finally got him to open something up to us. He didn't give us any leads on what may have happened to the Professor, but the 'education' he kept talking about related to the town's history, which he'll let us read about in the schoolhouse... for ten gold pieces per day." Turning to put his body between his purse and the people on the street, Tev checked his funds. "I have enough for one day. I'm not the most knowledgeable on history, but I'm not sure any one of our group is any more so. Somewhere in there could be the answers to what the Whispering Way wants in Ravengro, and history books should be easier to read through than public records, so I think it'll be worth it."

He put his money away. "But first I want to see this statue everyone's talking about. Can you show me where it is?"

Upon being shown the statue, Tev would get close to it so he could read any inscriptions and see if the vandals left any clues other than the blood and the V. After doing that, "Okay, that's interesting. I think I'd better get started studying. You can come along if you want, but I imagine you might have other people you want to talk to, like the Council members. Till later, you'll know where to find me." Tev would stay to listen if Janasen had anything else to say to him, though, before returning to the school.

Once he arrived, Tev got out the ten gold right away and left it on the proprietor's desk. Then he started reading, choosing a spot where he could see the front door if anyone were to come through it.

And then I guess I can also take 20 on the Knowledge (history) check, since he plans to get his money's worth by studying the whole day? Tev will be looking for anything that can connect Ravengro with the Whispering Way, anything he can find about the man depicted in the statue, and will follow any mention of Harrowstone he comes across. 20+2=22.


Vital stats/skills:
HP: 23/24, -AC: 20/T: 12/FF: 18 – Perception +6 (Darkvision) - Initiative: +4 - F: +9 / R: +6/ W: +7 - CMB: +5 - CMD: 17, Speed: 20
Other Skills:
Acrobatics +2, Bluff +4 , Climb +0, Diplomacy +10,Perform(Sing) +9, Sense Motive +4

Tuoni keeps his face neutral at the presence of evil, thanking the girls and handing each a copper piece before something comes to mind, One last question, what do you know about Harrowstone? After hearing the girls' answer, Tuoni straitens and continues on towards the temple.

Once the children are out of earshot, Baris, your instinct was sound. Though the girls do not show anything, there is a faint, but pervasive, evil all around us. I will pay attention and tell you if the aura strengthens or dims. Alyssa, can you tell if there is any sort of magical aura around us? Continuing the Detect Evil spell until something changes. Tuoni wants to get an idea of how big this miasma is.

Once at the temple, I am Sir Tuoni Argyris. May we speak with Father Grimburrow? While waiting, he asks the acolytes about the rhyme the girls were using. Rather grim for a children's rhyme. Do you know its origin?

DM, Alyssa, Baris:

I may be gone for a while today, or not, so this next is if we come to this point before I'm able to post again. Just a general guideline. Feel free to jointly npc me if you feel the need.

Once Father Grimburrow greets them, Father, thank you for meeting with us. Removing his journal with the copied entries, Tuoni directs the priest's attention to the relevant sections. Professor Lorrimor was investigating the activities of this cult when he died. We believe do not believe it was an accident. What can you tell us about the history of Harrowstone and those who where held there? We would like to know all we can before investigating the ruin ourselves. Also, please do not think us too forward, what do you know about this mention of a false crypt?diplomacy1d20 + 10 ⇒ (12) + 10 = 22

Once the priest has been able to look over the other entries, Tuoni tells him about the evil presence he detected. Do your divinations concur and have you any idea what the source could be?


Vital stats/Skills:
HP: 15/15, - AC: 15/T: 12/FF: 13 - Perception: +1 - Initiative: +2 - F: +3 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30ft
Other Skills:
Intimidate +4, Knowledge Arcana +7, Knowledge Local +5, Knowledge Planes +7, Spellcraft +7, Stealth +4

Alyssa gives a silent nod and immediately begins to reach her senses out to detect any magic around them. Her steps become measured and slower as she concentrates, in order to differentiate between any magical aura the paladin may give off and find something not of themselves.

She continues to concentrate even into the temple, looking around with a cautious respect.


GM Stuff:

Perception Tev: 1d20 + 2 ⇒ (15) + 2 = 17
Perception Janasen: 1d20 + 5 ⇒ (12) + 5 = 17

Tev and Janasen at the Statue:

You arrive at the statue, titled the Harrowstone Memorial. It depicts a proud, muscular man dressed in leathers and wielding a truncheon. The statue is approximately 25ft tall and moss covered, overlooking the river. The statue is covered in a red splatter that you immediately recognize as blood. On the base of the statue the letter V is painted in blood. On closer look you see an inscription of names on the statue. The statue itself is of Warden Hawkran, and his name is listed next to his wife's name, Vesorianna. There are 23 other names listed on the placard.
Janasen, I have no idea why I didn't give you all this detail before. I'm sure I had some sort of reason... but I can't think of it. Sorry about that.

Tev Research:

You find no information on the Whispering Way in the books, but you do get a history of Harrowstone. You still feel like there is more out there, but you've almost got a complete picture.

History of Harrowstone
Harrowstone is a ruined prison - partially destroyed by a fire in 4661, the building has stood vacant ever since. The locals suspect that it's haunted, and don't enjoy speaking of the place.

Harrowstone was built in 4594. Ravengro was founded at the same time as a place where guards and their families could live and that would produce food and other supplies used by the prison. The fire that killed all of the prisoners and most of the guards destroyed a large portion of the prison's underground eastern wind, but left most of the stone structure above relatively intact. The prison's warden perished in the fire, along with his wife, although no one knows why she was in the prison when the fire occurred. A statue commemorating the warden and the guards who lost their lives was built in the months after the tragedy - that statue still stands on the riverbank just outside the town.

Most of the hardened criminals sent to Harrowstone spent only a few months imprisoned, for it was here that most of Ustalav’s executions during that era were carried out. The fire that caused the tragedy was, in fact, a blessing in disguise, for the prisoners had rioted and gained control of the prison’s dungeons immediately prior to the conflagration. It was only through the self-sacrifice of Warden Hawkran and 23 of his guards that the prisoners were prevented from escaping - the guards gave their lives to save the town of Ravengro.


GM Stuff:

Diplomacy for Tuoni Research: 1d20 + 10 ⇒ (18) + 10 = 28

Tuoni, Alyssa, and Baris:

The little girls look at you with puzzling glances, and one of them gets wide eyed. "Oh, you mean the haunted place? We're not allowed to go out there, our parents say that there are ghosts. Who would want to go to a haunted place anyways?" You hear a call from what must be one of the children's parents, and the girls wave goodbye and go running off.

When you arrive at the Temple, the acolyte give a shrug to the question about the children's rhyme. "I've heard it before, but I do not know enough of the history of Ravengro to know it's origins."

Father Grimburrow arrives at the door, greets you, and listens to what you have to say. After briefly looking at the journal, he looks up at your group. "We don't know anything about a stash, but there is a crypt that has been out there locked up for sometime. I guess I could let you look into it, but I'd feel better if I sent my two acolytes along with you." Looking back at the journal, he speaks without looking up. "This bit about the Whispering Way and Harrowstone is interesting. I unfortunately don't have time to tell you the whole story, I have other duties to attend to. Feel free to use the temples facilities to do any research you might be interested in. And let me know when you want to investigate the crypt so I can send my people with you."
Researching here gives you a +4 to all knowledge skills that you are trained in. If you are not trained you can still give a knowledge check, just without the additional +4. Also remember that only one check can be rolled per knowledge type and you must tell me what you're researching. You can aid with a roll, a DC 10 to give +2 in any knowledge, but you must be trained in order to aid.

Tuoni:
I gave you an extra Diplomacy check Tuoni, because it required one for the crypt and one for the research. Just thought I'd let you know in case you peeked!
You still feel that faint sense of evil, but it is dimming slightly.

Alyssa:
Your magic aura spidey senses are going haywire! You sense magical auras, but you cannot distinguish one from another or which direction they are coming from.


Vital stats/Skills:
HP: 15/15, - AC: 15/T: 12/FF: 13 - Perception: +1 - Initiative: +2 - F: +3 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30ft
Other Skills:
Intimidate +4, Knowledge Arcana +7, Knowledge Local +5, Knowledge Planes +7, Spellcraft +7, Stealth +4

DM:
lol spidey senses XD

Alyssa wrinkles her nose slightly as though she's discovered a bad smell. She whispers to Tuoni in an attempt to keep the priests or Father Grimburrow from overhearing. There is an abundance of magic, so much so that I cannot pinpoint any one source.


Vital Stats/Skills:
HP: 12/12, - AC: 12(16)/T: 12/FF: 10(14) - Perception: +2 - Initiative: +2 - F: +1 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30
Other Skills:
Appraise +6, Bluff +7, Fly +2, Intimidate +7, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (planes) +8, Spellcraft +6, Use Magic Device +7

I didn't accurately describe Tev's research path. He figured he probably wouldn't find anything about the Whispering Way in the town's history. He was looking more for like something in the history that he would be interested in if he was in a cult of undeath. The Harrowstone incident would definitely count as such, though.


Ah, well, I hope what I gave you helped then!


Vital stats/skills:
HP: 23/24, -AC: 20/T: 12/FF: 18 – Perception +6 (Darkvision) - Initiative: +4 - F: +9 / R: +6/ W: +7 - CMB: +5 - CMD: 17, Speed: 20
Other Skills:
Acrobatics +2, Bluff +4 , Climb +0, Diplomacy +10,Perform(Sing) +9, Sense Motive +4

Yay, back sooner than expected. GM, no reaction to the mention of an evil aura pervading his town? Oh Alyssa, each of the Tuoni's marks should radiate a moderate aura.

That would be perfectly fine. Could we visit the crypt after researching things a bit further? Tuoni and the others begin their investigation, with Tuoni focusing on the history of Harrowstone and it's inmates. To Alyssa, The sense of evil remains here too, though it has lessened slightly. I do not know whether from distance or because of the divine power here. Twenty for 20 then? Should still give us enough time to nip over to the crypt.


So sorry! A lot of typing, missed that question. Give me a few...


Vital Stats/Skills:
HP: 12/12, - AC: 12(16)/T: 12/FF: 10(14) - Perception: +2 - Initiative: +2 - F: +1 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30
Other Skills:
Appraise +6, Bluff +7, Fly +2, Intimidate +7, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (planes) +8, Spellcraft +6, Use Magic Device +7

If nothing happens before noon, Tev will head back to Kendra's house for lunch and share what he has found so far with whomever happens to do the same before returning to the magic shop to study.


Nothing will happen on the way home.

Just as a note for all, I've always misunderstood take 20 until I reread the rules on it just now. I always assumed that it meant an all day thing, but I guess that's not the case. I'll go with Tev and say anyone taking a 20 will take until noon, and then it's safe to say you'll reconvene... unless you tell me your character does otherwise.

The group in the temple don't worry, your post is coming!


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

Well fiddle sticks, Baris asks Alyssa and Tuoni what they are researching and what he should look for, considering he is not trained in any knowledges. So he could fill a missing knowledge if needed.


Tuoni, Alyssa, and Baris:
Though you took 20 on history and mentioned the inmates, I'm going to to also have Alyssa take 20 on knowledge local. I'm guessing you all would be researching together so this wouldn't be a bad assumption, and were I DMing this in real life I would have given some hints to point you in this direction. Since this isn't real life and pbp sometimes has lag, I'm going to take this liberty. I hope that no one is bothered that I'm making this assumption. If so, please let me know and I won't do it again.

Father Grimburrow looks up at the mention of evil. "Evil's all around us everyday. This whole nation is evil! What those boys did at the funeral is evil. Of course you feel evil..." It's apparent that he has been in this town too long to notice any rise in evil.

Research on Harrowstone:

Harrowstone is a ruined prison - partially destroyed by a fire in 4661, the building has stood vacant ever since. The locals suspect that it's haunted, and don't enjoy speaking of the place.

Harrowstone was built in 4594. Ravengro was founded at the same time as a place where guards and their families could live and that would produce food and other supplies used by the prison. The fire that killed all of the prisoners and most of the guards destroyed a large portion of the prison's underground eastern wind, but left most of the stone structure above relatively intact. The prison's warden perished in the fire, along with his wife, although no one knows why she was in the prison when the fire occurred. A statue commemorating the warden and the guards who lost their lives was built in the months after the tragedy - that statue still stands on the riverbank just outside the town.

Most of the hardened criminals sent to Harrowstone spent only a few months imprisoned, for it was here that most of Ustalav’s executions during that era were carried out. The fire that caused the tragedy was, in fact, a blessing in disguise, for the prisoners had rioted and gained control of the prison’s dungeons immediately prior to the conflagration. It was only through the self-sacrifice of Warden Hawkran and 23 of his guards that the prisoners were prevented from escaping - the guards gave their lives to save the town of Ravengro.

At the time Harrowstone burned, five particularly notorious criminals had recently arrived at the prison. While the commonly held belief is that the tragic fire began accidentally after the riot began, in fact the prisoners had already seized control of the dungeon and had been in command of the lover level for several hours before for the fire. Warden Hawkran triggered a deadfall to seal the rioting prisoners in the lower level, but in doing so trapped himself and nearly two dozen guards. The prisoners were in the process of escaping when the panicked guards accidentally started the fire in a desperate attempt to end the riot.

Research on the Inmates:

Originally, Harrowstone housed only local criminals, but as the prison’s fame spread, other counties and distant lands began paying to have more dangerous criminals housed within this prison’s walls. At the time of the great Harrowstone Fire, the number of particularly violent or dangerous criminals imprisoned within the dungeons below was at an all-time high.

The five most notorious prisoners in Harrowstone at the time of the fire were Father Charlatan, the Lopper, the Mosswater Marauder, the Piper of Illmarsh, and the Splatter Man.


Vital stats/Skills:
HP: 15/15, - AC: 15/T: 12/FF: 13 - Perception: +1 - Initiative: +2 - F: +3 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30ft
Other Skills:
Intimidate +4, Knowledge Arcana +7, Knowledge Local +5, Knowledge Planes +7, Spellcraft +7, Stealth +4

DM, Tuoni, Baris:
I have no problems with you taking the liberty of assuming that Alyssa would use her knowledge local to aid in the research. I'd actually been speaking to Tev irl and let him know that I was at a loss as to how I could help.

As Alyssa poured through the writings and read all she could on the history of Harrowstone and the fire, she made mental notes of each of the names, dates, and pertinent information to use later. If this Whispering Way was tied in to using he dead for their purposes, they had certainly picked the right spot.

She also wondered to herself if one of the more legendary inmates might be who the young girls outside had been unknowingly singing about.

After sharing what she'd learned with her comrades, she carefully put the documents back precisely where she had found them, and voiced her thoughts.

I am all the more anxious to investigate this crypt.


Male Human Cleric 1 HP: 11/11, - AC: 16/T: 10/FF: 16 – Perception +3 - Initiative: +0 - F: +4 / R: +0/ W: +5 (+7 vs fear) - CMB: +0 - CMD: 10, Speed: 20

At lunch, Radim is... somewhat disappointed to find that the elf had decided to pursue the same line of study as he had. And somehow, he'd managed to find... the same thing? The mention of the blood-smeared statue stuck Radim as a rather abhorrent act. Despite himself, he knew he'd have to go and have a look after he nibbled away at whatever scant meal he had decided to eat for lunch.

And so he scuttled off to the statue, far more curious as to its defacement in comparison with his planned afternoon studies. It was a grim sight, yes, but Radim's curiosity soon got the better of him.

Knowledge-Religion (to determine if the defacement is the work of any recognizable cults/fanatics) (taking 20): 20 + 5 = 25


Sorry about the same info... but we've got a lot of people going off in different directions researching the same thing. This is one of the small problems we're running into with so many pc's There is yet more to discover though...

Radim:
You can't recognize any religious or cult reasons or signs for what happened here.


Vital Stats/Skills:
HP: 12/12, - AC: 12(16)/T: 12/FF: 10(14) - Perception: +2 - Initiative: +2 - F: +1 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30
Other Skills:
Appraise +6, Bluff +7, Fly +2, Intimidate +7, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (planes) +8, Spellcraft +6, Use Magic Device +7

Somewhat miffed that he found the same information as Radim, Tev sought to take a different approach to his research after lunch. The school may have been mainly for history education, big since it was also the magic store, Tev was willing to bet there was magic knowledge to be found there too, hopefully something that tied in to the history of Ravengro and Harrowstone.

Hoping Tev can learn something with Knowledge (arcana) here by taking 20: 20+8=28.


Vital stats/skills:
HP: 23/24, -AC: 20/T: 12/FF: 18 – Perception +6 (Darkvision) - Initiative: +4 - F: +9 / R: +6/ W: +7 - CMB: +5 - CMD: 17, Speed: 20
Other Skills:
Acrobatics +2, Bluff +4 , Climb +0, Diplomacy +10,Perform(Sing) +9, Sense Motive +4

DM, Alyssa, Baris:
Indeed, and is there a third knowledge Baris could check? Or does he Aid Another?

Tuoni is surprised, and perturbed by the priest's response. While Ustalav may not have the same focus and righteousness that Lastwall enjoys, he certainly wouldn't call it evil. The everyday evil of normal men is insufficient to create an aura, let alone one that would cover an entire town. What is wrong with the man!?

The three companions spend the next few hours looking over the dusty tomes and making notes. After comparing notes, Tuoni finds himself in agreement with Alyssa. Let us hope there are tools there that will aid us.

If there is time before the appointed meeting at lunch, Tuoni will ask the acolytes to accompany them to the graveyard. If not, he makes an appointment to meet them there an hour after lunch.

Making their way towards either the graveyard or the Lorrimor house, Tuoni shares his concerns. There is something Wrong with this place. Evil pervades it and the priest treats it a light matter, expected even. Little girls sings songs of murder and death, which I suspect are related to those prisoners you found mention of. Undead rise in a fallen prison and the Lady of Graves faithful do nothing! Visibly angry when mentioning the last.


Tev:
Oh man, it seems like there is going to be some more redundancy... but take heart. There will be more. I think when you all put your heads together about all this stuff you'll see. You'll see...

You find nothing particularly about magic, but you do find an extra interesting bit that you didn't find before...

At the time Harrowstone burned, five particularly notorious criminals had recently arrived at the prison. While the commonly held belief is that the tragic fire began accidentally after the riot began, in fact the prisoners had already seized control of the dungeon and had been in command of the lover level for several hours before for the fire. Warden Hawkran triggered a deadfall to seal the rioting prisoners in the lower level, but in doing so trapped himself and nearly two dozen guards. The prisoners were in the process of escaping when the panicked guards accidentally started the fire in a desperate attempt to end the riot.


It's up to you whether you go back or not. If you guys want to go check out the graveyard, just let me know. There is not time to do that and make it back for lunch.

I need to make a tally of where everyone is at right now.
Radim - Lorrimor Place
Tev - Unfurling Scroll
Janasen - Lorrimor or Unfurling Scroll?
Tuoni, Alyssa, Baris - graveyard or back for lunch?

Depending on where the trio ends up I may need to retcon you back for lunch time, Tev. Don't worry about having gained the new info, it's a redundancy anyways that you would have discovered when the group reconvened.


Vital Stats/Skills:
HP: 18/18, - AC: 17/T: 13/FF: 14 – Perception +6 - Initiative: +3 - F: +1/ R: +7/ W: +3 - CMB: +0 - CMD: 13, Speed: 30
Other Skills:
Skills Acrobatics +2, Bluff +9 (+10 vs. attracted ), Climb +3, Diplomacy +15 (+16 vs. attracted ), Disable Device +6, Escape Artist +5
other skills 2:
Intimidate +5, Perception +6 (+7 to locate traps), Perform (oratory) +7, Sense Motive +6, Sleight of Hand +5, Stealth +5

DM:
]Janasen thinking about the criminal aspect of the memorial event heads to the Ravengro Jail in hopes of finding Benjan or at least one of his deputies.


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

Alyssa and Tuoni:
"Well it is the first place that I kinda feel at ease, I have never really felt this way before. It is kinda nice. I guess that could because of the life the professor and my Master have given me, purpose. Though my Master's training area is about 5 miles away." Baris can't assist, he has no ranks, I need to level up. But Baris can do a Knowledge untrained.


Male Human Cleric 1 HP: 11/11, - AC: 16/T: 10/FF: 16 – Perception +3 - Initiative: +0 - F: +4 / R: +0/ W: +5 (+7 vs fear) - CMB: +0 - CMD: 10, Speed: 20

Nope! Back to the Hall of Records I go!

DM:
Not having garnered any clue as to who or what may have caused the blood smear, Radim is nonetheless curious to find the statue's list of names. Perhaps some research into them may shed some sort of light on... something. He was not yet sure what he'd find, but the Hall of Records seemed as good a place as any.

It was only a short jaunt before he settled himself back into the corner he had taken up residence in all morning, though this time he was pursuing another line of knowledge... hoping that the others might look elsewhere this time.

Knowledge-Local (The Warden and his wife, along with any pertinent guard info) (untrained) (taking 20): 20 + 1 = 21


Janasen:

The Ravengro Jail is a relatively small building with only a handful of cells. Mostly occupied for only a night or two by public drunkards, vandals, and other minor thugs, you find the jail cells empty at the moment. A man who you assume must be Sheriff Benjan Caeller sitting at a desk doing paperwork. He looks up when he hears the door open. ”Hello. What can I do for you?”

Radim:
You don't find anything more about the list of names there. You feel like someone better suited for this type of research might be able to find something. Or maybe someone already has...


Vital Stats/Skills:
HP: 12/12, - AC: 12(16)/T: 12/FF: 10(14) - Perception: +2 - Initiative: +2 - F: +1 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30
Other Skills:
Appraise +6, Bluff +7, Fly +2, Intimidate +7, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (planes) +8, Spellcraft +6, Use Magic Device +7

No objection to being ret conned here. I've only been laying the groundwork for what Tev would be doing if there was nothing going on but more book research. Tev doesn't mind studying by himself but would rather take the opportunity to find stuff out firsthand with the group.


Don't worry about it Tev, I'm out of time for a bit. You all just keep on keeping on, I'll be back. I've got something planned, however... MUAHAHAHA!


Vital stats/Skills:
HP: 15/15, - AC: 15/T: 12/FF: 13 - Perception: +1 - Initiative: +2 - F: +3 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30ft
Other Skills:
Intimidate +4, Knowledge Arcana +7, Knowledge Local +5, Knowledge Planes +7, Spellcraft +7, Stealth +4

As much as she would like to just skip the meal and go to the crypt, Alyssa has to agree that it would be best if they reconvened if only briefly. The information they'd gathered could be useful to the others and help then get to the bottom of this all the faster.

As she ate her lunch consisting once again of only meats, she imparted to everyone gathered what information they'd found at the temple. Where much of it was the same as what everyone else had gathered, Alyssa made it a point to also share the discoveries that she and Tuoni had made in regards to the overwhelming magic and evil auras seemingly everywhere. Finally, she shared the rhyme that the girls had been singing, and with it the names of the five most notorious inmates of the now lost Harrowstone.


Vital Stats/Skills:
HP: 18/18, - AC: 17/T: 13/FF: 14 – Perception +6 - Initiative: +3 - F: +1/ R: +7/ W: +3 - CMB: +0 - CMD: 13, Speed: 30
Other Skills:
Skills Acrobatics +2, Bluff +9 (+10 vs. attracted ), Climb +3, Diplomacy +15 (+16 vs. attracted ), Disable Device +6, Escape Artist +5
other skills 2:
Intimidate +5, Perception +6 (+7 to locate traps), Perform (oratory) +7, Sense Motive +6, Sleight of Hand +5, Stealth +5

DM:
Janasen nods respectfully "Good day to you. Just here to ask a question or two. My name is Janasen by the way." diplomacy: 1d20 + 14 ⇒ (1) + 14 = 15
wow hope he is indefferent with no cha score guess I blew my good rolls early


Vital stats/skills:
HP: 23/24, -AC: 20/T: 12/FF: 18 – Perception +6 (Darkvision) - Initiative: +4 - F: +9 / R: +6/ W: +7 - CMB: +5 - CMD: 17, Speed: 20
Other Skills:
Acrobatics +2, Bluff +4 , Climb +0, Diplomacy +10,Perform(Sing) +9, Sense Motive +4

As the party reconvenes for lunch, Tuoni helps fill in Alyssa debriefing with what he learned of Harrowstone's history. Everyone who has been posting their after lunch actions, take a look at the research page. It may help your inquiries.

Once they have updated the others and finished their meal, Tuoni leads the three to their meeting with the acolytes near the Restland's gate.


GM Stuff:

Tuoni: 1d20 + 4 ⇒ (10) + 4 = 14
Baris: 1d20 + 3 ⇒ (3) + 3 = 6
Alyssa: 1d20 + 2 ⇒ (10) + 2 = 12
Zombies: 1d20 ⇒ 20X2
Skeletons: 1d20 + 6 ⇒ (9) + 6 = 15

Tuoni: 1d20 + 6 ⇒ (7) + 6 = 13
Baris: 1d20 + 8 ⇒ (14) + 8 = 22
Alyssa: 1d20 + 1 ⇒ (2) + 1 = 3

Janasen: 1d20 + 3 ⇒ (17) + 3 = 20
Sheriff: 1d20 + 2 ⇒ (14) + 2 = 16
Zombies: 1d20 ⇒ 1

Janasen:

Looking at Janasen, the sheriff did not seem very impressed. "Well, I don't have much time for questions right now. Maybe you aught to come back tom..."

Before Sheriff Benjan could finish his sentence there were screams and some commotion coming from outside. He looked annoyed as he got up out of his chair and moved towards the door. "What in the hell is going on now!?" As he moves past you and opens the door, you see two zombies standing right in front of the jail!

"Oh... my... god..." you hear the sheriff say as he draws a longsword up that was leaning up next to the door. With that he moves outside towards the zombies, and you follow him out there, knowing that he can't do this alone!

MAP

Initiative
Janasen <====
Zombies
Sheriff

Tuoni, Baris, Alyssa, Tev:

You make it to the temple and collect the two acolytes, who have very little to say. They simply take the lead as you walk back into the Restlands.

You see a group of people walking up to you in the distance and start wondering if that crowd just patrols the grounds or something. But as you get closer, you see a couple of them walking funny. And the other two are not wearing anything, even flesh. That is because they are skeletons! And the other two are zombies!! Both Acolytes split to the left and right, focusing their energy to prepare for battle. The horde of undead start picking up their pace...

MAP

Initiave

Tuoni <====
Skeletons (2)
Alyssa
Zombies (2)
Baris
Tev
Acolytes

Radim:
Radim: 1d20 + 3 ⇒ (12) + 3 = 15
You hear some screaming and commotion outside the hall.

Alrighty, here you go. If you're the peeking type, don't compare the numbers to what you see in the spoilers, I had to move a few things, then everything got screwed up but I already wrote the posts, so just go with it!

EDIT: If I have put your pc in a place where he/she was not planning on being, sorry, just got a little confusing for me. Please let me know and I'll retcon you where you belong.

EDIT to the EDIT:Several edits have been made. Well, maybe not several, but a few. Either way, double check your spoiler for any new info. If there isn't any, proceed as normal.


Vital Stats/Skills:
HP: 12/12, - AC: 12(16)/T: 12/FF: 10(14) - Perception: +2 - Initiative: +2 - F: +1 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30
Other Skills:
Appraise +6, Bluff +7, Fly +2, Intimidate +7, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (planes) +8, Spellcraft +6, Use Magic Device +7

This will alter where I already had put Tev for the afternoon, but he /I didn't see him having this opportunity come up before.

Upon hearing that the group of three is about to go check out the crypt, Tev spoke up. "I'm interested to see what's in the crypt myself. Mind if I tag along? I'm not sure if I'd be too much help but I could keep a lookout outside if nothing else."

EDIT: I see I was just a bit late. This post was composed before seeing the upcoming encounter; I'm not trying to retcon myself into the action for action's sake. It'll be up to Tuoni and Co. whether Tev comes with them or goes back to studying.


Tev I will let you tag along with that group. I meant to retcon you back there anyways like I said before. My bad. If you want to do that, by all means I will let you!

GM Stuff:

Tev: 1d20 + 2 ⇒ (4) + 2 = 6

EDIT:You are in their initiative, Tev. Have fun!


Vital stats/Skills:
HP: 15/15, - AC: 15/T: 12/FF: 13 - Perception: +1 - Initiative: +2 - F: +3 / R: +2/ W: +3 - CMB: +2 - CMD: 14, Speed: 30ft
Other Skills:
Intimidate +4, Knowledge Arcana +7, Knowledge Local +5, Knowledge Planes +7, Spellcraft +7, Stealth +4

Tuoni, Baris, and Tev:
Alyssa only gave a shrug and approving nod when Tev asked if he could come along to the crypt. She herself hadn't felt like she had been much help thus far, but having an extra pair of eyes couldn't hurt...

And it was a good thing too. As they came upon the group of lumbering corpses on their way to the crypt, Alyssa was glad to have an extra ally to take these things down.

Drawing her sword, she hoped that she wasn't the only one who had brought their weapon.


Male Human Cleric 1 HP: 11/11, - AC: 16/T: 10/FF: 16 – Perception +3 - Initiative: +0 - F: +4 / R: +0/ W: +5 (+7 vs fear) - CMB: +0 - CMD: 10, Speed: 20

DM:
Screams.

Radim's first reaction was to drop the papers he had been sifting through and to dive under the table. There, under the meager illusion of protection, he peered out, trembling slightly from fear. Screams were never good. Especially those that carried this sort of timbre: that of fear and horror.

He was only under the table for a few moments, but those few moments felt like long, agonizing hours. Had he been a bolder man, armed and armored, he would have charged to the source of the noise without a second thought. But he was not that sort of man, and his clothing wand fists would be of no use against whatever horror lurked outside.

Unless...

No. The thought only made him tremble harder with fear. He couldn't! No! To use his powers could invoke horrors beyond imagining!

But the screaming! Make it stop!

It was the only option, he knew. The only way to make the screams stop.

And so, trembling so violently from fear that he could hardly stand without the assistance of the walls and shelves of the Town Hall, Radim shuffled and stumbled to the door, his breaths ragged and shallow from fear and horror. When he at last came to the doors, he pried one open carefully, to witness just what monstrosities lurked outside...


Radim:
Peeking out of the door, you can't see any monstrosities as of yet, but you could see people running in your direction, away from something directly across the town square. You would have to go out and across to see more.


Vital:
HP: 108/108, AC: 25_T:25_FF: 12, Perception +9, Initiative: +4, F: +10 _ R: +9 _ W: +13(+15 vs. fear), CMB: +7, CMD: 21, Speed: 40 ft.
Other Skills:
Halfing Monk: Acrobatics +10, Bluff -1, Climb +8, Escape Artist +7, Handle Animal -1, Religion/History +6, Perform +3, Ride +3, Sense Motive +6, Stealth +11, Survival +3, Swim +6

My group...:
"I will smash the skeletons with my fists, as that works the best, if you have a blade use it on the zombies, a battle we have!!! Thank you Tev for joining us, it looks like we are going to need you!" Baris gets ready to start some pummeling.


Vital Stats/Skills:
HP: 18/18, - AC: 17/T: 13/FF: 14 – Perception +6 - Initiative: +3 - F: +1/ R: +7/ W: +3 - CMB: +0 - CMD: 13, Speed: 30
Other Skills:
Skills Acrobatics +2, Bluff +9 (+10 vs. attracted ), Climb +3, Diplomacy +15 (+16 vs. attracted ), Disable Device +6, Escape Artist +5
other skills 2:
Intimidate +5, Perception +6 (+7 to locate traps), Perform (oratory) +7, Sense Motive +6, Sleight of Hand +5, Stealth +5

DM:
Janasen takes a moment to make sure he is seeing what he is seeing,instantly regretting not picking up any equipment before now. quickly he searches for some kind of weapon nearby.


Janasen:
On the wall just inside the office you saw a battleaxe, a flail, and a longsword.


Vital Stats/Skills:
HP: 18/18, - AC: 17/T: 13/FF: 14 – Perception +6 - Initiative: +3 - F: +1/ R: +7/ W: +3 - CMB: +0 - CMD: 13, Speed: 30
Other Skills:
Skills Acrobatics +2, Bluff +9 (+10 vs. attracted ), Climb +3, Diplomacy +15 (+16 vs. attracted ), Disable Device +6, Escape Artist +5
other skills 2:
Intimidate +5, Perception +6 (+7 to locate traps), Perform (oratory) +7, Sense Motive +6, Sleight of Hand +5, Stealth +5

DM:
Janasen looks at the weapons and sighs "No class at all" takes the long sword and prepares for the fight.


GM Stuff:

Attack Z1: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Attack Z2: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Attack S: 1d20 + 4 - 1 ⇒ (18) + 4 - 1 = 21
Damage: 2d6 + 4 + 3 ⇒ (3, 6) + 4 + 3 = 16

Janasen:
Ha!
Both Zombies notice the two men on the porch, then come rushing up. The first one slashes at Janasen and misses him by a mile, managing to trip and fall to the ground. The second one lays in to the sheriff and connects, causing quite a bit of damage.

The sheriff, hurt but not down, leans his weight into his greatsword, cleaving the zombie that hurt him in half. "Damn ugly creatures!" With that he takes a step back, staggering slightly because of his wounds, but keeping himself upright.

You're up!

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