GM Nayr's Carrion Crown AP

Game Master Nayr Trebrot

Lepidstadt

Ustalav

Schloss Caromarc

Crit generator

In for a penny, in for a hound
Cassidia
Smaranda
Hound
Troll
Air creature
Gur
Silas


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Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

Perception: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Leeoli opts to keep his heightened awareness going instead of dropping it for the initiative bonus.

Initiative: 1d20 + 6 ⇒ (16) + 6 = 22


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Leeoli jumps forward and thrusts his rapier at the skeletal form, twists, and prepares to parry and riposte.

Parry: 1d20 + 7 ⇒ (20) + 7 = 27
Riposte Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Riposte Damage: 1d6 + 4 ⇒ (1) + 4 = 5


Human Cleric Ecclesitheurge 5

No need to detect undead Zazaria smiles a wry smile to herself, and then her eyes gleam with a sudden combative light. Wear this, you nightbound horror!

Channel Energy: 2d6 ⇒ (3, 6) = 9

Cool radiance bathes the room in Pharasma's holy power and lashes violently at the creature as it swipes at Anyi.


Male Elf Magus Kensai

Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Vrilli, with his attention momentarily divided between the two skeletal beings hesitates and loses his opportunity to attack...


Rufus initiative: 1d20 + 1 ⇒ (5) + 1 = 6


Anyi, now wise after her trials of the day before, had been carrying a flask of holy water at the ready. At the first visible sign of the skeletal form, she thrusts the vial at it, splashing out its contents.

Ranged touch: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 2d4 ⇒ (2, 3) = 5


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

12+6=18 based on my last attack roll. Rerolling damage since its a different die
HolyWater Damage: 2d4 ⇒ (3, 3) = 6


Rufus perception: 1d20 + 6 ⇒ (9) + 6 = 15


Rufus takes his cue from Leeoli and hurls his holy water at the furnace.

Ranged att: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 2d4 ⇒ (2, 3) = 5


In the infirmary, the hideous form lets out a horrible shreik that chills those within the room to the bone. It's form takes further shape and solidifies into the true nightmare that it is, then begins to fade.

Anyi and Zazaria DC14 will save or be frightened for 1d4 rounds

In the furnace room, the "mouth" of the furnace yawns open, and the fire building within is projected out at Leeoli in the form of a strong, solid bolt.

Ranged touch: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 4d6 ⇒ (2, 4, 2, 3) = 11


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

knowledge Arcana or something: 1d20 + 7 + 1d6 + 2 ⇒ (16) + 7 + (4) + 2 = 29

Leeoli tries to remember anything about this type of menace.


Round 1 synopsis

Leeoli reacts the fastest, recognizing the threat for what it is. He hurls a vial of holy water at the furnace. The vial shatters upon impact and the water sizzles as it spreads over the furnace - though it's hard to tell whether that's from the heat of the furnace or something else.

Anyi swiftly does the same, though from the previous room and against another foe. Her vial, unstoppered, forcefully hurls its contents over the creature, causing it to writhe in agony.

The creature itself responds by taking true form and shrieking horribly, its keen threatening to steal the life and soul from any living inhabitants of its lair.

The furnace in the next room emits a gout of flame, but Leeoli deftly dodges away even as Rufus hurls another damaging vial of water at it.

Vrilli, having a bad angle, sees flame and Leeoli and Rufus, but doesn't get a good enough line on the furnace to attack.

Zazaria, calling upon the power of her mistress, shouts out her conviction and faith. Immediately, the furnace ceases its movement and begins to cool. The ghostly creature in the infirmary screeches in pain, clawing at its barely substantial face with bony claws.

Round 2 - Leeoli and Anyi up. The furnace is, from what you see...disabled.


Leeoli is fairly convinced that the furnace is another haunt - an inanimate object brought to life by spirits to assail the living. As far as he knows, the thing appears disabled, but not fully exorcised.


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

assuming Leeoli can get to the other room to face the undead and is aware that there is something going on there

Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

if attacked:
parry: 1d20 + 7 ⇒ (17) + 7 = 24riposteattack: 1d20 + 7 ⇒ (10) + 7 = 17ripostedamage: 1d6 + 4 ⇒ (1) + 4 = 5


Leeoli rushes back into the next room, slipping deftly past a surprised Vrilli and Rufus. He finds, though, that Anyi is in combat with...nothing. Whatever she was fighting has disappeared.

DC20 perception:
You feel as if the presence is still here, and near Anyi, but you cannot see it


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

perception: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

There is an evil presence here... besides you Anyi! Watch out!

Leeoli drops his rapier, letting it hang by its cord, and pulls out the last remaining haunt siphon and activates it in the direction of Anyi.

Haunt: 3d6 ⇒ (4, 5, 3) = 12


Male Elf Magus Kensai

In a bit of a confused haze, Vrilli draws a vial of holy water and jogs through to join the rest of the group...


The siphon takes immediate effect, forcing the skeletal figure here to coalesce, its form solid once again. It writhes in agony, then disappears amidst wisps of white smoke.

350 XP, added to campaign thread.

You get the feeling that there may be some useful items about this infirmary, should you take time to look.


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

perception: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21

Leeoli looks around intently, feeling that useful supplies may have been kept in the now abandoned infirmary.


Male Elf Magus Kensai

Vrilli aids in the search.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
... not very helpfully as it happens


Though the room is cluttered, you're able to kick over tables and force open cabinets to find quite a haul.

2 fully stocked healer's kits
3 vials of antitoxin
2 vials of antiplague
3 doses of bloodblock
3 doses of smelling salts
2 vials of soothe syrup
4 vials that look like CLW potions, based upon what you've used before


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

A useful trove indeed, eh Rufus?

Let divy them up now.


Human Cleric Ecclesitheurge 5

Zazaria looks thoughtfully at the piled loot. Very handy, she murmurs. We'll need most of it ere we are done, I suspect. I have some skill as a healer, and this all looks useful.


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

I think I saw a door on the southern wall in the room I just came from. Beware the posessed furnace as we pass through though...The spirit is not completely extinguished I think.


You did indeed, and upon entering it...

The northeast wall of this room has partially fallen, revealing the dark, murky waters of the pond outside. Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards. In the northeast part of the room, the foor around a dark, jagged hole is surrounded by black scorch marks.

A pair of doors in the southwest corner leads out of the room...perhaps back towards the entry if you have the orientation right.


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

Beware the animated dummies Leeoli warns earnestly, but framing it as a jest.

Leeoli looks around the room, and approaching carefully, peers at the floor inspecting it for structural integrity, and then down the hole.
Perception: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Engineering: 1d20 + 7 + 1d6 + 2 ⇒ (9) + 7 + (3) + 2 = 21

Might I move the privacy block on the map?


Map

Block removed

Leeoli determines that the area around the hole is safe to walk on, the unstable portions having long since fallen away. The remaining rim around the hole is solid enough to support the weight of several people. It's a twenty foot drop into the hole, and at the base of it is an immense pile of rubble and wood that must have once been the lift that raised and lowered people to and from the floor below.

Climbing down into the room below would require two separate climb checks DC30 to navigate the overhang, then 2 DC10 climb checks to navigate the ruined stone and timber wall down to the ground below. There are fallen timbers nearby that may be substantial enough to hold a rope.


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

I'd not want to scale down this. Perhaps we can use rope with those timbers...I used mine to hold open the doors the first day we came here. I suppose I could go recover it first if no one has sufficient length.


Human Cleric Ecclesitheurge 5

Let us check the area to the south first: I've no wish to make such a climb until we've exhausted every other option. Zazaria gives the gaping hole a slightly nauseated look.


The group avoids the gaping black hole in the floor and heads through the southwestern door, and back into the auditorium that they had been through before. They work their way through the iron bars around the stage, and try the door leading off to the east from the stage.

This is a metal door, and is quite sound, and also locked.

Hardness 10, HP 60, break DC 28, DC30 disable to device to unlock


Male Elf Magus Kensai

what bonus do you use to break doors?


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

Leeoli pulls a metal shard from his sack and sets to work. DisableDevice: 1d20 + 7 ⇒ (15) + 7 = 22

Hrmmph! and Leeoli clenches his fist in frustration, his knuckles turning white. This lock is too difficult for me, even if I toil all day.

Leeoli freezes, his perception narrows, and all he sees is a keyhole, outer covering fades from view, and he begins to imagine the workings of the gears and devices at work. After a few moments, he has it, but he only gives himself half a chance at success.

He again insert the lock pick, but angling it differently than his previous attempt, hoping his deductive inspiration does not fail him.

DisableDevice Take 20 + Inspiration: 20 + 7 + 1d6 ⇒ 20 + 7 + (5) = 32

As a free action, Leeoli can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll.

Yes!!! Leeoli lets out a roar of triumph as the lock clicks open.


This room appears to be a storage room for oddities. A bizarre collection of antique goods rests upon wooden shelves that line the room. Several of the items contain tiny tags with labels written in a careful script.

It looks like some of items may be of worth, if one wanted to spend a few minutes in search.


Male Elf Magus Kensai

Vrilli devotes himself to a careful search of the room. He begins to make a separate grouping of the items that appear useful, valuable, or interesting.


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

Perception: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
appraise: 1d20 + 3 ⇒ (15) + 3 = 18
Knowlege Local: 1d20 + 7 + 1d6 + 2 ⇒ (3) + 7 + (2) + 2 = 14
Knowlege History: 1d20 + 7 + 1d6 + 2 ⇒ (11) + 7 + (6) + 2 = 26
Knowlege Arcana: 1d20 + 7 + 1d6 + 2 ⇒ (10) + 7 + (6) + 2 = 25

Leeoli looks around the room, reading tags if in a language he knows, identifying items of potential historical, cultural, or practical significance.


Vrilli perception: 1d20 + 7 ⇒ (13) + 7 = 20


Leeoli's expertise in a broad range of knowledge is enough to enable him to identify a few items of interest - a set of fine theives' tools, a bronze ware medallion apparently from the shining crusade, an unframed Taldan painting of Stavian I, a set of fine silver hair clips, a well-made punching dagger, a pouch containing a dozen shurikens, a fine war razor that appears to be made from silver, and what looks to be a wand of some specific arcane ability.

Beyond that, Vrilli works on a hunch, and searches about the walls, muttering something to himself about vaults and "confiscated goods." His fine elven fingers find something along the east wall, and a small access panel opens. It leads into a small room that looks to be a vault used to store the more valuable or notorious belongings of some of the prisoners. It currently contains five items, each tagged as below.

Bloodstained Handaxe, tagged "Vance Saetressle, The Lopper"
Collection of holy symbols, tagged "Sefick Corvin, Father Charlatan"
Smith's Hammer, tagged "Ispin Onyxcudgel, the Mosswater Marauder"
Tarnished silver flute, tagged "Unknown, the Piper of Illmarsh"
Moldy spellbook, tagged "Professor Hean Feramin, the Splatter Man"


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

Leeoli looks through the items found.

SpellCraft to identify wand: 1d20 + 7 + 1d6 ⇒ (2) + 7 + (6) = 15
SpellCraft to identify handaxe: 1d20 + 7 + 1d6 ⇒ (7) + 7 + (3) = 17
SpellCraft to identify flute: 1d20 + 7 + 1d6 ⇒ (11) + 7 + (6) = 24
SpellCraft to identify hammer: 1d20 + 7 + 1d6 ⇒ (4) + 7 + (6) = 17

It might be wise of us to leave this grisly cache hidden in its compartment Leeoli shakes his head. Cursed, or desired by their former owners..


You'll need to use some detect magics in conjunction with these; anyone hoarding some of those?


Human Cleric Ecclesitheurge 5

Zazaria purses her lips. What evil have we found here?

Her eyes gleam with blue radiance as she surveys the trove. Detect magic


Flute:
Though the exact effects of this flute can't be determined, it is quite obviously a cursed item, though well made. You feel as if this item could have captivated or maybe even controlled the skeletons and stirges on the upper floor, but you also sense that just playing it could come with a great cost.

Handaxe:
This axe definitely emanates magic, though its exact effect is also unclear. You sense that this would be a powerful weapon against its original wielder, or to anything linked to the Lopper's dark past. However, you feel as if it would come with a price as well. The bloodstains on it are impossible to wipe away.

Hammer:
This hammer seems to be an enlightening item - the wielder would be made more capable in the profession of smithing and any crafting associated with it. It also seems as if it would bring shame to its original wielder, though even a touch on it forces the mind to cloud slightly.


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

Almost certainly cursed, but potentially usefu. There lies temptation, there lies a trap

Leeoli sighs.

Destroy them.


Human Cleric Ecclesitheurge 5

We must know more. Pharasma, aid me, I implore thee. casting guidance

Spellcraft Wand: 1d20 + 8 ⇒ (8) + 8 = 16


Human Cleric Ecclesitheurge 5

that spellcraft check should be for the symbols


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

Spellcraft Holy Symbols: 1d20 + 7 + 1d6 ⇒ (17) + 7 + (1) = 25


Show-off ;-)


Human Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

Empiricists get an insane buff (extra 1d6) to knowledge and spellcraft checks...and also an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information....basically all onto one his best stats. Honestly, it seems a little over kill, and Tap the bard can't compete as a skill monkey.

Holding up the unidentified wand I am not sure magic this holds, but I prefer it over those accursed artifacts.


Male Elf Magus Kensai

I may be able to determine the wand's purpose...
Spellcraft (Wand): 1d20 + 9 ⇒ (12) + 9 = 21


Holy symbols:
These symbols, obviously used by Father Charlatan to prove to his victims his good intentions, are all on fine silver chains, and are probably worth quite a bit altogether. For some reason, they cannot be untangled no matter what one does. You get the felling that these could reduce one's defense against divine casting, but it also seems as if they'd be successfully used as a ward for protection against some of the things that haunt the old prison.

Wand:
Wand of Lesser Restoration with 12 charges

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