DM Rich's Carrion Crown

Game Master Briccone

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Drace picks up the unconscious old man and carries him to the Temple of Pharasma, while Sentir and Teilaenthis follow. You are greeted by a shocked acolyte, who allows you inside and quickly awakens Father Grimburrow. The old priest listens carefully to your short tale and has you lay the body on one of the pews, "My word, that Gibs Hephenus! He was the ringleader of the mob that tried to prevent the Professor's burial. He's an old retired soldier, I do know how he got caught up in all this despite his nasty disposition." He then looks to young man who met you at the doors, "Go fetch the Sheriff!"

His attention then turns back to Drace, Sentir, and Teilaenthis, "How did you want to handle this? I can make sure he stays alive, but we wake him up completely he may still be under dark influence."

Grand Lodge

Male Human Fighter Level 2 (HP 17/22 | AC:18 | T:12 | FF:16 CMB: 4 | CMD:17 | Fort:+4 | Ref:+2 | Will:+0 | Init:+4 | Speed 20')

"Keep him alive, but don't wake him. We may need to restrain him first before doing that." Drace motioned to Sentir. "Sentir mentioned that he believes this man has been possessed somehow. We don't believe he may be in full control of his actions. Is there anything you can do?"


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

"Agreed, do not wake him. It would be best if you kept him bound as well as unconscious... for now it is late however, and we may return with our compatriots in the morning if that suits you."

With that Teil is ready to return to the inn and sleep the rest of the night away, happy to tell the rest of the group what they discovered over breakfast.


Female Changeling Cleric of Pharasma 8 | AC 16 T 12 FF 15 | HP 51/51 | Fort + 8 Ref + 5 Will + 13 | Init + 6 | Perc + 7 | Channel: 6/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 20 CMB +8 | Hero Points: 2/2
Spells Cast:
prayer

Smiling kindly to Kendra, Tara places a hand gently on her shoulder. "There is nothing wrong with trying to distract yourself from your father's death. When my father died I became obsessed with learning as much as I could about magical objects, to the point that the librarians would have to remind me when to eat."

Nodding goodnight to Vivian, Tara brushed away some of the ash on her vestments. "The pain never truly goes away, it just becomes more bearable." For a moment the cleric gets a far away look in her eyes as she subconsciously moves her thumb back and forth over her heart before she shakes it off. "But rest assured, we will get to the bottom of these untimely attacks on Ravengro, even if it means that I have to turn over every single bed in this town!" Giving Kendra and Stefan a confident smile, Tara has a gleam of excitement in her eyes at the promise of adventure.


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Temple...

"I'll have to examine him in more detail when he is awake, but it doesn't look like his injuries are life threatening, so I'll just let the Sheriff decide what to do with him." Father Grimburrow says after a moment of consideration as he has an acolyte bind Gibs in rope. "If an exorcism is warranted, I'll let you know."

* * *

Lorrimor's...

"Thank you, Tara. You've all been much too kind and patient with me. I look forward to the day when my first thought it not my Father's loss. Perhaps I will need to move away from here so I can forget. In the meantime, we have a town to save." Kendra says, brightening up slight at the prospect.

* * *

Everyone

Twenty minutes later at the Temple, the Sheriff and a small posse of deputies take Gibs into custody. Assuming you give him the whole truthful story and present the razor and the bloody waterskin, he nods and appears relieved that the vandal as finally been caught. The law enforcers then leave with the older man in tow, in order to place him in a cell at the jail.

With no further business at the Temple at this extremely late hour, Drace, Sentir, and Teilaenthis return back to the Lorrimor home and inform the party about what they discovered.

Ok, feel free to discuss what happens next ic or ooc. You still have one more name to research, but now you are just about ready to investigate the prison.

Also, everyone is now Level 2. Please let know when you've leveled and any significant changes you make to your characters.


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

After the fire, Stefan returns to the Lorrimor home to clean up and relax after such a harrowing experience.

I am going to assume we all go bed and the night passes uneventfully. If that isn't a good assumption, let me know and I'll adjust.[/ooc

Over breakfast the next morning, Stefan asks everyone to gather around, and he goes over what we have learned so far.

See Discussion thread for a summary.

After summarizing, the doctor continues, "It would appear that many of the strange events that have recently transpired would seem to have some connection to the five notorious criminals. Because Petros remarked that evil spirits were attempting to thwart his visits to Harrowstone, I would recommend that we first learn what we can of The Lopper and his crimes before we head there ourselves. For knowledge of our enemies is itself a weapon we can use against them. We also have these actual weapons we recovered from false crypt in the Restlands. Before we set out to explore the prison, we should divide them amongst ourselves."

He looks everyone in the eye, and concludes, "So, what shall be our next move?"


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 55/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

I think it's time to bring the war into enemy's territory. The town and the villagers have suffered enough of this madness. If there is undead creatures in the prison, lets check this place, carefully, and try to bring some down. We won't accomplish much by staying here, and maybe our foe is building forces.


Male M,

"I agree with Vivian. It is time we take action against these horrible forces. At the very least, we should investigate the place to see if there is an obvious reason for such horrible activities...That said, we should divy up the equipment. It could prove very useful if we encounter strong resistance." Sentir says, agreeing with Vivian.


Gamemaster | CC Map | S4 Map

I'll give you guys a couple of days to discuss this or until Sentir and Teil finish updating, whatever comes first.


Gamemaster | CC Map | S4 Map

Ok, we'll move forward some while we wait for Sentir to finish leveling up.

Day 8: Gozran 1st

With the majority of the nascent party voting to finish up your research on the prison before paying it a visit, the group returns in the morning to the Temple of Pharasma. On the brief walk there, the townfolk you run into seem to regard you all in a more respectful manner, if not overtly friendly. While they would previously ignore the group or move briskly away whenever you encountered them, they now give you brief greetings or nods of recognition as they move along, and one of the younger women even stops to thank you all for saving her father from the Town Hall fire.

Your new found popularity continues when you arrive at the Temple, as the acolyte who meets you at the door greets you warmly and asks if you need anything before you begin your research.

Shortly after you begin, the Sheriff and a couple of deputies find you in the archives to fill you in the status of Gibs Hephenus. "After the priests dropped him off at the jail, we had them magically heal him a bit to see if he was still under some trance. He seemed to be raving mad, saying something about killing some woman. He then beat on the bars for a few minutes before passing out. He doesn't remember anything this morning, you might be right about some kind of possession. He keeps demanding we let him go, but we're going to keep him in there for awhile until we have a better handle on what's wrong with him." The Sheriff explains, lingering long enough to answer any questions before excusing himself.

Alright, time for one last group of Knowledge (history) checks, DC 25. If you are aiding another, please make that clear in your post.


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

Teileanthis again begins to direct the others in the attempt to coordinate their research and study. He makes it clear that assisting him has been successful and is likely the best chance to assure our ability to find the required information.

Teil takes 10 for a 20 base (10+8 know history + 2 library). Now hoping for a few aid anothers.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 55/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Help check: 1d20 + 1 ⇒ (3) + 1 = 4

Vivian tries to find important information in the history books, but her mind already wanders to the grim Harrowstone prison.

Grand Lodge

Male Human Fighter Level 2 (HP 17/22 | AC:18 | T:12 | FF:16 CMB: 4 | CMD:17 | Fort:+4 | Ref:+2 | Will:+0 | Init:+4 | Speed 20')

Drace attempts to do this best to Aid Teil in his research. But for whatever reason, he isn't quite as useful today.

1d20 ⇒ 7


Female Changeling Cleric of Pharasma 8 | AC 16 T 12 FF 15 | HP 51/51 | Fort + 8 Ref + 5 Will + 13 | Init + 6 | Perc + 7 | Channel: 6/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 20 CMB +8 | Hero Points: 2/2
Spells Cast:
prayer

Following Teil to the library, Tara grabs some useful looking books. She places the books on a nearby table, marking specific passages that may prove useful. "Here, Teilaenthis. I found this, does this help?"

Know History Aid Another: 1d20 + 1 ⇒ (17) + 1 = 18


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Stefan also assists Tiel in his research. After doing so much research in this library, the doctor seems to have learned his way around the text.

Knowledge (history) - Aid Another: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22

Hey! I'm trained now!


Gamemaster | CC Map | S4 Map

I believe Sentir's assistance is all we are missing. I'll give him a bit longer before rolling for him, since it makes a difference here.


Gamemaster | CC Map | S4 Map

Sentir aid: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15

After another long day in the Temple archives, the group finally finds information on the last of the 5 prisoners.

The Lopper (Real Name: Vance Saetressle)
When the Lopper stalked prey, he would hide in the most unlikely of places, sometimes for days upon end with only a few supplies to keep him going while he waited for the exact right moment to strike. Once his target was alone, the Lopper would emerge to savagely behead his victim with a handaxe.

It's earlier evening now, and the sun will be going down soon. Let me know what you wish to do tonight, if anything, and any preparations you will be making before heading to the prison.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 55/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

That Looper man was gross. Beheading people... Wasn't it enough to kill them?

She takes some time to think and plan
We got some magic arrows in the stuff we found in the fake crypt, but who has a bow? Could we use the planchette to try to get any more information? I'd like to know who is this "VE..." person. Do we have some holy water? I got a vial, but we could use some more... I propose we rest for the night and tomorrow morning we go to Harrowstone.


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

"If the arrows are not useful, perhaps we sell them to acquire more useful items. Holy water and alchemical fire would both likely be useful..."


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

"I've never been much of an archer, and I would not have much use of arrows."

After a pause, he nods at Vivian's question. "Say, in our research, did anyone notice a name in passing that started with 'V-E...'?"


Gamemaster | CC Map | S4 Map

You've previously learned that the Prison Warden's wife was named Vesorianna.

Unless there are any objections, let me know what you're selling and what you are buying. Currently, you get 5% off the listed price thanks to your actions helping the town. There is a 75% chance a minor magical object can be found in the town, although in the case of mundane equipment, check with me first if the item isn't found in the Core rulebook. The alchemical items in Ultimate Equipment can be accessed within 24 hours from the local apothecary. You can sell up 5000gp per day.

A quick look through the shops you've visited earlier reveal the following magical/masterwork items already on display: Temple of Pharasma--most minor magical items (potions of Cure Light Wounds, potions of Lesser Restoration, holy water), incense of meditation, a +1 silver morningstar, a wand of cure moderate wounds (19 charges), and a scroll of restoration; General Store--Masterwork Full Plate armor; Forge--Masterwork weapons and armor, +1 light steel shield and a +1 rapier; Silken Purse--You have not been inside, but you hear they have a magical ring for sell; The Unfurling Scroll--Many 1st-3rd arcane scrolls, a wand of cat’s grace (13 charges), a wand of slow (6 charges), and a Flesh Golem Manual that the proprietor received through shady circumstances.


Gamemaster | CC Map | S4 Map

Anyone making any purchases, or should we just move onto the prison?


Female Changeling Cleric of Pharasma 8 | AC 16 T 12 FF 15 | HP 51/51 | Fort + 8 Ref + 5 Will + 13 | Init + 6 | Perc + 7 | Channel: 6/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 20 CMB +8 | Hero Points: 2/2
Spells Cast:
prayer

Tara does not have any purchases to make. She is ready to move onto the prison :)


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 55/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Let's go to the prison!

Grand Lodge

Male Human Fighter Level 2 (HP 17/22 | AC:18 | T:12 | FF:16 CMB: 4 | CMD:17 | Fort:+4 | Ref:+2 | Will:+0 | Init:+4 | Speed 20')

Drace is ready and happy to move onto the prison!


Gamemaster | CC Map | S4 Map

Day 9: Gozren 2nd

The group wakes up in the morning to ready itself for the grim task of finally investigating the Harrowstone Prison. After a light breakfast, Kendra offers to come along if you'd like, but will gladly stay home if you'd prefer she remain safe.

The sky is grim as you begin your short journey to the prison, the sun obscured by dark, ominous clouds and the air chilly. Heading south from the town of Ravengro, you quickly see the remains of the prison sitting squat on a barren hill, the stark, sagging roof of its central structure visible through a large gap in the surrounding wall. A partially overgrown track leads from the southern edge of town, winding around the base of the hill and then back up along its southern slope to the prison. A large pond covers the southwest of the grounds, the portions of broken wall it crosses though suggesting it wasn't always this size, if it existed at all when the prison was open.

Approaching the front gates, you all see a sagging wood and metal gate set between a pair of stone guard towers that once barred entrance into Harrowstone, but now hang negligently open, creaking softly in what wind touches the ruined bars.

Here is a link to the new map

Let me know how you would like to proceed, as well as a general marching order. Unfortunately, all the maps in this section are 10 feet squares, so I will need to enlarge certain areas and add extra lines as necessary for combat. In the meantime, I've placed a red star on the map to indicate the party's general location. You can find it above where it says 'Harrowstone Grounds.'


Female Changeling Cleric of Pharasma 8 | AC 16 T 12 FF 15 | HP 51/51 | Fort + 8 Ref + 5 Will + 13 | Init + 6 | Perc + 7 | Channel: 6/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 20 CMB +8 | Hero Points: 2/2
Spells Cast:
prayer

Before breakfast Tara up is early triple checking her gear, before packing everything up and tying up her explorer boots. Hoisting the bag onto her back, Tara makes her way down for breakfast before vanishing to quietly pray to the Lady of the Graves for guidance and clarity. Fully prepared to face the days challenges, Tara waits for the others in the foyer, politely declining Kendra's invitation to follow them. "Kendra, it might be safer for you to stay here. I would hate for anything to happen in town, while we were away, and miss something." Following in the middle of the group, Tara keeps mostly to herself on the walk towards Harrowstone.

As they approach the dilapidated prison, Tara's expression grows grim. "Well, this is it. It certainly looks haunted." Eyeing the creaking gate, the cleric takes a moment to try and pry her straps off her shoulders, but ultimately gives up.

Currently I would prefer Tara in the second wave, that way she can cast buffs and healing abilities to both the front and back lines, while being able to charge into combat if necessary. Also Tara is currently under heavy encumbrance, making her AC at 14 and her move speed only 20 feet. My current plan is to have Tara use her free action once combat starts to drop her backpack to the ground, while keeping several very select items on her belt-pouch (spell components, weapons, and potions) unless it looks like she will lose her pack.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 55/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

After a good breakfast, Vivian checks her own weapons and tools. She gives her first aid kit to Stefan, as promised.

At the front gates, she traces a spiral over her heart and kisses her holy symbol with resolve.

I agree, Tara. The prison looks haunted. Let's hope we get rid it of its ghosts.

Vivian would take either second rank (with Tara) or even front rank. Maybe marching order should be Drace-Teil/Tara-Vivian/Sentir-Stefan?


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

"Well, let us proceed then... I would suggest that Drace and I take the lead."

With that he moves to enter the gates, sheild and axe at the ready and his tail curled around his wand.

Grand Lodge

Male Human Fighter Level 2 (HP 17/22 | AC:18 | T:12 | FF:16 CMB: 4 | CMD:17 | Fort:+4 | Ref:+2 | Will:+0 | Init:+4 | Speed 20')

"Creepy doesn't begin to describe it..." Drace said looking at the prison. "Yeah. Teil and I can be up front. Lets take a stroll around the perimeter first before we head inside the prison. Lets start with the guard posts, and then that one building ahead. No sense in letting someone get behind us."


Male M,

Sentir takes his place in the rear, following Vivian's subtle positioning. The caster has proven his worth a few times, but he knows he is no armor hulk like Drace, or a cunning pointman like Teil. He is quite content to bring up the rear.


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

The teifling nods at Drace and joins him walking towards the guard posts.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 55/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Teil,Sentir, Stefan you should update (or add, for Stefan) the line below your name followin the level up:
"Daemon Spawn Teifling Occultist 1 AC 17 | hp 4/9 | F+2. R+1, W +1 | Mental Focus 4/8 Used | Init +3 | Perc +3 |"
"Male M Human Oracle (Occult)/1 (HP 8/8 | AC:17 | T:12 | FF:15 | CMB:1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+0 | Init:+2| Perc:+0 | Speed 30) M,".


Gamemaster | CC Map | S4 Map

Sentir, will you be able to update soon? I'd prefer for everyone to be level 2 before getting into another encounter.

Opting to scout out the exterior of the prison first, the party begins to move northwest along the portion of intact wall in order to examine the guard towers more closely. The southernmost guard tower is composed of worn stone, its wooden roof collapsed and its crumbling walls thick with ivy, extends a further ten feet above the twenty foot-high wall here.

Continuing clockwise around the walls, you discover the westernmost tower appears to be in similar condition, except in this case as you near it you begin to see rodents milling about, at least a dozen or so that appear to be watching the party as it nears. As you get closer, they begin to chittering and moving about with excitement, albeit 30 feet above you.


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

"This place certainly feels haunted... and is also infested with rats!"

GM Harker wrote:
Unfortunately, all the maps in this section are 10 feet squares, so I will need to enlarge certain areas and add extra lines as necessary for combat.'

I'm going to be doing some mapping work for another online campaign later tonight. I would be happy to pull the Harrowstone map graphic out of Google Docs, expand it, and impose a new 5-foot grid if you'd like. Let me know!


Gamemaster | CC Map | S4 Map

That would be very helpful, Stefan, if it's not too much trouble for you.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 55/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

We're not here for some e-Rat-dication... or to claim that " A rodent is dead". Everyone already knows that Aroden is no more.

The redhead chuckles nervously

That was some bad jokes, uh? But believe me, I'm sure I can do worse.

She turns heels to the rats, and proceeds toward the small building-looking over her shoulder to be certain the rats don't follow her, if only to stop her bad and irreverent puns...


Gamemaster | CC Map | S4 Map

Where would you like to go next? Some options include: A) Through the front gate, B) Circle around the prison walls, C) Through the pond, D) Over the wall.


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

"I think we should circle the exterior of the prison walls, just to get a sense of the surroundings. Perhaps Petros' enemies left some clues as to what they had been up to. Once we have dealt with whatever perils we may face, I would then suggest that we walk in the front gate."


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

Teil nods at the doctor and sets off to lead the group around the prison.


Gamemaster | CC Map | S4 Map

Following Dr. Von Herzog's suggestion, the group continues to walk clockwise around the ruined prison. The rats thankfully remain in their guard tower, but those of you with sharper eyes see many more tiny forms milling about than those that chose to show themselves.

The northern half of the outer walls is unremarkable, the stone wall has remained relatively intact throughout the years, although there are some signs of cracking and erosion, mostly likely due to the weather.

Upon reaching the east side of the prison grounds, the majority of the wall is replaced by a large pond of dark, muddy water that spreads out along this portion of the prison grounds. Here and there, bits of ruined wall protrude from the water, and thick tangles of reeds and cattails grow along the muddy shores.

The wall returns on the southwest end of the complex near the front gate, although you could certainly gain entry by climbing through some of the ruined section of the wall south of the pond.

I'll give the group a chance to react and/or suggest an alternate course of action before following Stefan's suggestion to proceed through the front gate.


Gamemaster | CC Map | S4 Map

Evidently satisfied with the exterior check of the complex, the party moves towards the front entrance to enter the prison grounds. The sagging wood and metal gate set between a pair of stone guard towers once barred entrance into prison, but the gates now hang negligently open, creaking softly in what wind touches the ruined bars.

As Drace and Teilaenthis begin to move through the ruined entrance, they both begin to experience a sudden sensation of walls closing tightly around them, threatening to smother all air out of their lungs. This uncomfortable feeling is further compounded as for a split-second it feels like their flesh is on fire.

Although both feelings quickly fade, the supernatural portent is perhaps quite clear.

Drace and Teil, I need Will saves vs. Fear from you both, DC 12. Failure means you are Shaken for 2d4 ⇒ (4, 3) = 7 minutes from this experience.

Nothing else occurs when the others pass through the gates, nor when Drace or Teilaenthis return through them.

* * *

Inside the courtyard, a small, damaged brick home covered in ivy stands to the northwest, while the main building of the Harrowstone prison dominates the center of the hill. On the wall to the north, a set of stairs leads up to the top of the walls, albeit directly to the guard tower full of rats.

Let me know where you want to go next.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 55/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Should we get a look to the brick home first?


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

"I am in agreement, Miss Deberth. I think it stands to reason that this structure is the caretakers' residence. We may find some clues therein."

Grand Lodge

Male Human Fighter Level 2 (HP 17/22 | AC:18 | T:12 | FF:16 CMB: 4 | CMD:17 | Fort:+4 | Ref:+2 | Will:+0 | Init:+4 | Speed 20')

Will: 1d20 ⇒ 6

"Hmm..." Drace remains silent for a moment has he takes in the sight, the rising feeling of discomfort and fear getting the better of him. Yea....yeah...we should take a closer look inside."

Drace lets out a deep breath, and moves to take a look at the damaged brick house.

Sorry for my slowness. Life has me by the short hairs lately, this summer feels like an all out sprint of 'busy'!


Daemon Spawn Teifling Occultist (battle host) 3 AC 16 | hp 5/24 | F+5, R+3, W +3 | Mental Focus Tr 5/5 Used/ Ab 1/4 Used | Init +3 | Perc +5 | Darkvision 60'

Will: 1d20 + 2 ⇒ (10) + 2 = 12

"Look out, the walls!"[/dice] Teil ducks away from the walls... then recovers breathing heavily. [b]"I swear, they were closing in for a moment... but perhaps it was just an illusion?"


Gamemaster | CC Map | S4 Map

Taking a closer look at the small brick manor house, you see that the entire exterior is overgrown with thick sheets of gray-green ivy. The roof sags ominously, and the front door hangs askew. Looking inside, there does not appear to be any immediate threats, but a thorough search will take at least 10 minutes.

You can make a Knowledge (engineering) or Perception check here if you wish.


Female Changeling Cleric of Pharasma 8 | AC 16 T 12 FF 15 | HP 51/51 | Fort + 8 Ref + 5 Will + 13 | Init + 6 | Perc + 7 | Channel: 6/6 left | Darkvision 60 ft | 20 ft with pack 30 ft no pack | CMD 20 CMB +8 | Hero Points: 2/2
Spells Cast:
prayer

Taking in the sagging roof, the opened door, and the general repair that the whole complex appears to be in, Tara frowns. "Are we sure that this place is safe?" She asks the group quietly, not wanting to have any of her allies wander into a trap.

Perception: 1d20 + 4 ⇒ (9) + 4 = 13


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 55/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Vivian looks closely at the nearly destroyed building

I don't think so, Tara. The place looks like a dead house, or a giant trap for the unwary.


Gamemaster | CC Map | S4 Map

With her keen sight, Vivian determines that the ruined house is extremely unstable and any sort of prolonged activity inside could cause it to collapse.

Assuming you're going to avoid going inside, what's the next move?

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