Galahad's Carrion Crown (Team Brain)
(Inactive)
Game Master
Galahad0430
Carrion Crown AP
anyone searching the room, make a perception check and let me know what you are searching.
Female Human Fighter/1, Oracle(Lore)/1
I search the area around the furnace first and then around where the lake has encroached into the building seeing if anything is submerged.
Perception(furnace): 1d20 ⇒ 18
Perception(lake): 1d20 ⇒ 15
Male Half-ElF Fighter 2
The same.
Perception fire 1d20 + 8 ⇒ (1) + 8 = 9
Perception lake 1d20 + 8 ⇒ (19) + 8 = 27
Male Human Sorcerer 2 Arcane Bloodline
Aerys approaches the furnace with caution. Using the haft of his spear, he attempts to push the door wide open to peer inside. "I can only imagine what might have happened in here to leave such a manifestation..."
perception check for interior of furnace1d20 + 2 ⇒ (5) + 2 = 7
Male Halfling Paladin 2
Abe also looks in the furnace.
Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Female Elf (Forlorn) Witch 1; 6/6 hp; AC: 12, (Touch 12, FF 10); F +1, R +2, W +3, Perc +3/+5 Init +2
Shol'a'saul glances at the lake area, concerned more with what may be lurking there...
Perception 1d20 + 6 ⇒ (15) + 6 = 21
Ad'ifaah finds some human bones in the furnace. They are hot to the touch even though the rest of the ashes and interior of the furnace is stone cold.
Female Human Fighter/1, Oracle(Lore)/1
Knowledge(religion): 1d20 + 4 ⇒ (11) + 4 = 15
--> do I have any clue why they are hot?
You think they must be associated with the haunt that caused the furnace to animate. You also know that haunts usually reset after a certain period of time. Anywhere from minutes to hours, or even days. Unless the haunt is laid to rest somehow, this one will probably reanimate sometime in the future. How soon is anybody's guess.
Female Human Fighter/1, Oracle(Lore)/1
I cannot say that I am the expert on haunts or undead. But, if I had to guess, that thing that just tried to fry Ricven is probably tied to these warm bones. I think that this poor soul is trapped here and needs to be laid to final rest.
Is there a way that we could bury the bones in the lake? Or will we have to take them outside? Or is is possible to burn them in the furnace?
Female Elf (Forlorn) Witch 1; 6/6 hp; AC: 12, (Touch 12, FF 10); F +1, R +2, W +3, Perc +3/+5 Init +2
Shol'a'saul speaks up quietly, "Perhaps, our efforts should be spent trying to unravel the mystery of what happened here in Harrowstone. Perhaps the answers will allow these tortured souls to find the rest they deserve."
Max HP: 16 | Current Hp: 16 | AC 13, T 10, FF 13 | CMD 9 | F 3, R 2, W 6 | Init +1 | Perc +7
"Putting the bones in the lake might work, and take just a moment or two" Venedictos says, "Give the poor soul that was probably burned alive in there some respite from the heat."
Male Half-ElF Fighter 2
Ricven nods as the others talk.
"I'll try it and see what happens."
The fight pills an old sack out of his pack and quickly starts to out the heated bones inside, trying to avoid any more burns. Then he walks the bones over to the water and dumps them in.
"You fought well long after death. May you find peace here and justice in the hereafter. Gorum guide you to your reward."
The bones sink into a the pond with a loud hiss and disappear beneath the surface.
Male Half-ElF Fighter 2
The fighter looks around nervously.
"Do you think it worked?"
Male Halfling Paladin 2
Male Human Sorcerer 2 Arcane Bloodline
Aerys nods grimly. "Should we continue through the small door leading south?
Male Half-ElF Fighter 2
Ricven nods in agreement.
Female Elf (Forlorn) Witch 1; 6/6 hp; AC: 12, (Touch 12, FF 10); F +1, R +2, W +3, Perc +3/+5 Init +2
"Yes, time will tell if our efforts here have borne fruit."
harrow 6
Several moldy cots lay strewn around this room, while doors to smaller, more private sleeping cells hang askew to the west. Judging from the rest of this room’s decor, this must have once been the prison’s infirmary.
I need a marching order and details for doors and such (who opens?, etc.)
Male Half-ElF Fighter 2
Ricven will go first and open the door into the room. He's also fine with opening the other doors, as well.
Female Elf (Forlorn) Witch 1; 6/6 hp; AC: 12, (Touch 12, FF 10); F +1, R +2, W +3, Perc +3/+5 Init +2
Shol'a'saul is fine taking rear guard. She is not effective in melee, and her Perception score is decent which should prevent ambushes from behind the party.
Male Human Sorcerer 2 Arcane Bloodline
Aerys would probably be best near center
"Don't you know..you never split the party...cleric in the back to keep the fighters hale and hearty....wizard in the middle, so he can shed some light.... and you never let that damn thief outa sight..."
Look that up on youtube, it is a pretty funny video :)
Female Human Fighter/1, Oracle(Lore)/1
I will take second position behind Ricven. Ven should probably be in the back - cleric, so decent defense and good perception.
My vote is:
Ricven
Ad'ifaah
Abe
Aerys
Corey
Shol
Ven
I cast Detect Magic and scan the room before anyone proceeds far into the room.
Male Halfling Paladin 2
Sounds good to me.
Abe detects evil in the room.
Female Human Fighter/1, Oracle(Lore)/1
Actually, Abe and Ad'ifaah should probably switch places, but we can do that later.
Female Dark Elf Rogue 2
Aeleanor grabs Ricven by the arm lightly. Let me go first and scout, okay? You all follow a little ways behind.
Stealth: 1d20 + 10 ⇒ (8) + 10 = 18
Perception:1d20 + 7 ⇒ (10) + 7 = 17
Male Half-ElF Fighter 2
"As you wish."
Ricven follows 10 feet behind her.
As you cautiously enter the room you notice nothing out of the ordinary. However, as Abernathus enters and begins to detect evil, A horrible apparition appears. Looking like a ghostly skeletal prisoner, this entity appears out of thin air and screams.
Will saves everyone. Then initiative and actions. Ricven, Aeleanor, Ad'ifaah and Abernathus are all in the room and the rest are in the other room.
Female Elf (Forlorn) Witch 1; 6/6 hp; AC: 12, (Touch 12, FF 10); F +1, R +2, W +3, Perc +3/+5 Init +2
Will save 1d20 + 4 ⇒ (16) + 4 = 20 add +2 if a fear effect.
Initiative 1d20 + 2 ⇒ (18) + 2 = 20
Female Human Fighter/1, Oracle(Lore)/1
Will save: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Wow, hope those rolls continue.
Male Halfling Paladin 2
Will: 1d20 + 8 ⇒ (15) + 8 = 23 +2 vs fear
Init: 1d20 + 1 ⇒ (3) + 1 = 4
Male Half-ElF Fighter 2
Will save 1d20 + 1 ⇒ (10) + 1 = 11 +2 vs. Fear and +2 vs. Enchantment spells, effects
Init: 1d20 + 4 ⇒ (14) + 4 = 18
I'll hold off on my action until I know what happens to me with the Will save, lol
Male Human Sorcerer 2 Arcane Bloodline
Will Save: 1d20 + 3 ⇒ (13) + 3 = 16
init: 1d20 + 4 ⇒ (6) + 4 = 10
Female Dark Elf Rogue 2
Will: 1d20 + 1 ⇒ (1) + 1 = 2
Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Gaaah!! Aeleanor screams.
Corey Will 1d20 + 1 ⇒ (15) + 1 = 16
Init 1d20 + 6 ⇒ (13) + 6 = 19
Venedictos Will 1d20 + 6 ⇒ (11) + 6 = 17
Init 1d20 + 2 ⇒ (15) + 2 = 17
Poltergeist Init 1d20 + 1 ⇒ (16) + 1 = 17
Frightened 1d4 ⇒ 2
Round 1
Ad'ifaah
Aeleanor (frightened)
Shol'a'saul
Corey
Ricven (frightened)
Venedictos
Poltergeist
Aerys
Abernathus
Ricven and Aeleanor are frightened and must move away from this area at their best speed without diminishing their defense. Anyone who makes a DC13 knowledge religion check will recognize this as a poltergeist.
Max HP: 16 | Current Hp: 16 | AC 13, T 10, FF 13 | CMD 9 | F 3, R 2, W 6 | Init +1 | Perc +7
Knowledge religion: 1d20 + 8 ⇒ (7) + 8 = 15
Does he know of any weaknesses?
They are incorporeal and have natural invisibilty. They attack with telekinesis (usually throwing objects). No actual weaknesses or susceptibilities.
Female Dark Elf Rogue 2
Male Half-ElF Fighter 2
Ricven yelps and quickly starts to run out of the room, heading for the entrance of the prison as quickly as possible.
Double move is 40 feet, or 8 squares closer to the exit.
Female Human Fighter/1, Oracle(Lore)/1
Seeing the rest of the warriors flee the room, Ad'ifaah draws her scimitar and attacks the creature.
Knowledge(religion): 1d20 + 4 ⇒ (1) + 4 = 5
Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
With an uncanny flair, Ad'ifaah has no clue what she is fighting or how to hit it.
Male Human Sorcerer 2 Arcane Bloodline
Aerys does a series of rapid double-takes between the forming apparation and the doorway through which Ricven and Aeleanor have fled. Steeling himself, he throws a burst of white light towards the specter.
Casts Disrupt Undead 1d20 + 3 ⇒ (4) + 3 = 7
Damage 1d6 ⇒ 3
Female Elf (Forlorn) Witch 1; 6/6 hp; AC: 12, (Touch 12, FF 10); F +1, R +2, W +3, Perc +3/+5 Init +2
Shol'a'saul realizes she can do little to affect the undead spirit, but seeing the others affected by it sttels herself for combat. She chants a quick spell and her hand glows with an unearthly blue glow. She then waits for the spirit to move towards her...
Cast Chill Touch. Ready action to touch it should it enter melee with her. Touch 1d20 + 1 ⇒ (9) + 1 = 10; Will DC or panicked for 1d4 + 2 ⇒ (4) + 2 = 6 rounds. Miss chance 1-50 1d100 ⇒ 50
Max HP: 16 | Current Hp: 16 | AC 13, T 10, FF 13 | CMD 9 | F 3, R 2, W 6 | Init +1 | Perc +7
Venedictos rears his hand back, an unleashes lightning at the poltergeist.
Touch attack: 1d20 ⇒ 15 -4 if that's into melee
Damage: 1d6 ⇒ 5
I'm not sure if it's half damage, or 50% miss chance.
The bolt flies close to the aparition, but is it clse enough...
Incorporeal creatures can only be hit by a magic weapon or spells, all damage is halved, there is no more 50% miss chance.
Venedictos's lightning bolt passes through the poltergeist disrupting it slightly. Aerys misses and so does Shol'a'saul (Shol's chill touch can be held for one more round). Ad'ifaah's sword passes through the creature with no effect (Ad, your knowledge religion is sufficient to know that your attacks will be useless against this unless you can somehow make it magical).
Male Halfling Paladin 2
Knowledge (religion): 1d20 + 4 ⇒ (11) + 4 = 15
Abe knows he can't hurt the creature, so he delays in case someone gets hurt.
Female Elf (Forlorn) Witch 1; 6/6 hp; AC: 12, (Touch 12, FF 10); F +1, R +2, W +3, Perc +3/+5 Init +2
Shol'a'saul will delay until after everyone else has acted then she will attempt to touch it. Melee Touch 1d20 + 1 ⇒ (7) + 1 = 8, Will save DC 15 or be panicked for 6 rounds.
Female Human Fighter/1, Oracle(Lore)/1
Oops, this is my first oracle, forgot that I have the tongues curse.
I cast Cure Light Wounds and move to touch attack the poltergeist.
Attack-touch: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
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