JZ's Carrion Crown - (Wake of the Watcher) (Inactive)

Game Master JamZilla

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LOOT


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INACTIVE - GAME DIED

Constantin focuses another sharp blast of psychic power in an attempt to finish disrupting the elemental so that his allies can concentrate on the mechanical threat without worrying about being hurled to their deaths.

Mind thrust II damage: 5d8 ⇒ (1, 5, 8, 2, 3) = 19 (Will save DC 15 for half)


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Is Zelda stunned or something?


Not at all. Just fluff. She was sucked up and then the air elemental turned back to normal mode because it can only sustain it's whirlwind so long


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Ah, okay. I don't see her on the map. Is she still threatened by the elemental?


I forgot to give her a token. She is directly to the left of the air elemental. It has a 15ft reach too

But...

Will: 1d20 + 5 ⇒ (7) + 5 = 12 Fail

Constantin concentrates once again, sending a spear of mental energy through the elemental. It collapses in on itself and disappears as suddenly as it came.

Its dead


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

That works too.

Without his familiar's protection, Vermundr suffers a pair of deep wounds from the construct's attacks. Heedless of the blood soaking through his fur, Were-Vermundr attacks in a hasted frenzy.

Attack: 1d20 + 11 + 2 - 2 + 1 ⇒ (2) + 11 + 2 - 2 + 1 = 14
Damage: 3d6 + 7 + 3 + 2 + 6 ⇒ (2, 5, 4) + 7 + 3 + 2 + 6 = 29

Iterative: 1d20 + 6 + 2 - 2 + 1 ⇒ (13) + 6 + 2 - 2 + 1 = 20
Damage: 3d6 + 7 + 3 + 2 + 6 ⇒ (1, 4, 1) + 7 + 3 + 2 + 6 = 24

Haste Attack: 1d20 + 11 + 2 - 2 + 1 ⇒ (19) + 11 + 2 - 2 + 1 = 31
Damage: 3d6 + 7 + 3 + 2 + 6 ⇒ (6, 2, 1) + 7 + 3 + 2 + 6 = 27
Confirming: 1d20 + 11 + 2 - 2 + 1 ⇒ (20) + 11 + 2 - 2 + 1 = 32
Extra Damage: 3d6 + 7 + 3 + 2 + 6 ⇒ (4, 3, 6) + 7 + 3 + 2 + 6 = 31

Despite the battering she's suffered in the elemental's grasp, Zelda emerges with only minor injuries. She dutifully buzzes back to Vermundr's side.

Bodyguarding: 3d20 ⇒ (12, 6, 19) = 37


Well that was pretty unequivocal.

Only enraged further by the sight and scent of his own blood, Vermundr tears into the construct, smashing into it with frenzied attacks until the thing resembles nothing more than just a pile of trashed metal and wire.

Finally, the group can enter the manse in peace.

Combat Over

The fire in the hearth crackles away merrily as the unseen servant calmly stokes as if nothing had happened.


retired

Vala rushes to Zed, helping him to his feet and away from the edge of the bridge just as Vermundr's final strikes rip the construct by the door to pieces.

"Well. With a welcome like this, one wonders how the Whispering Way even made it beyond the front door! Let's get inside, quickly, before any more wards trigger and we've got another one of those elementals to contend with." Covered in cuts and gashes of her own, she then ushers everyone inside, her hair a disheveled mess from the blasts of wind she'd suffered.

Status:

HP: 12/39
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 14
F/R/W: +5/+2/+9 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 1/7
Wand of CLW: 7/50 remaining
Healing Hex targets: Hazel, Vermundr
Heaven's Leap targets: Zed, Vermundr, Kaz, Constantin
Current Wandering Spirit: Heavens
Stardust used: 1/7
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: color spray* [ ], inflict light wounds [ ], magic missile [ ] [ ], produce flame (CL7) [X]
Level 2 spells (3+1+1*) | DC 16: hypnotic pattern* [ ], glitterdust [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 17: daylight*[ ], fly [X], lightning bolt [ ] [ ]

Ongoing Effects
fly (Hazel) (1/6 minutes): 60ft movement (40 encumbered), good maneuverability, +3 to fly checks


INACTIVE - GAME DIED

Constantin needs no further prodding to hustle inside to presumed safety. "Thanks, Vala, for saving me from an ignominious splat," he says. "I think this castle is really testing our abilities. So far it looks like our teamwork is up to the task."


Is this the first time Vermundr has fully Hulked out?


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

No, he did it earlier in the chymicsworks.

Vermundr lopes inside behind the others, growling in anticipation of more enemies. In addition to the mud tracked inside by the party, blood from the werewolf's deep wounds splatters on the tiled floor.

Unlike her master, Zelda's injuries mend within seconds. Fast healing 2.


Vermundr wrote:

No, he did it earlier in the chymicsworks.

Vermundr lopes inside behind the others, growling in anticipation of more enemies. In addition to the mud tracked inside by the party, blood from the werewolf's deep wounds splatters on the tiled floor.

Unlike her master, Zelda's injuries mend within seconds. Fast healing 2.

I knew he raged in the chymic works but wasn't sure if this was a step beyond again where he fully manifested - and subsequently whether the rest of the group might have a reaction to that


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Ah, it looks like you're right. At the chymics works Vermundr just raged - he didn't use change shape.


Vermundr wrote:
Ah, it looks like you're right. At the chymics works Vermundr just raged - he didn't use change shape.

Scary!


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kazamir lets the sudden quiet after the battle stretch out for a few seconds before coughing into his hand. Plainly embarrassed, he says, "Friends, I apologize. When the elemental manifested, my first thought should have been to get us inside. Rather than trying to blast the thing, i should have turned my attention to the lock. Without Vala's timely intervention, that thing could have cost us our lives."

"Thank you, Vala, and Zed and Vermundr..."he trails off, eyeing the hulking Ulfen's changed form. He almost starts to say more to Vermundr, but closes his mouth quickly.

As is to cover for his awkwardness, he turns to the walls, beginning a detailed examination of the room.

If possible, take 20 on a perception for 33, 36 vs traps


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed climbs up, looking around warily. His eyes fall on Vermundr and he doesn't relax. Logen... Zed slowly puts himself between Vermundr and the others. "Vermundr, you with us?"


INACTIVE - GAME DIED

Constantin looks at the large beast and his nostrils flare slightly as he takes in a deep breath.

Sense Motive: 1d20 + 11 ⇒ (2) + 11 = 13

"Vermundr, can you understand us?"


Inactive

"I'm glad that's over with..." Hazel says as she breathes a sigh of relief. "Sorry you kind of used your magic on me for no reason Vala...I know that took a lot out of you," she adds apologetically as she allows herself to hover a few inches above the bridge's stonework.

"Oh! How long will it last? I could fly up and have a quick look arooooh...." she stops as her mind suddenly registers that Vermundr is looking a bit more beastly than usual. "Um...Vermundr? Have you always been able to do that?" she asks hesitantly, bow half-lowered.


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Sorry, now's not the best time for involved posting. I'm in the middle of moving.

Were-Vermundr growls indescribably in reply to Zed and Constantin but the shine in his yellow eyes indicate some level of understanding.

As the fires of battle die down, Vermundr's enormous form rapidly shrinks and the coarse fur covering his visible flesh falls out in tufts. Within seconds the big Ulfen looks like himself again minus his armor fitting poorly due to its bindings having been badly stretched.

"I can hear you but the Wolf interprets words differently when he's in control - he doesn't like you Zed. He's a bit angry because it's been so long since I let him out. I'm sorry you had to see that."

Hazel Stokes wrote:
"Um...Vermundr? Have you always been able to do that?" she asks hesitantly, bow half-lowered.

"The Wolf's been part of me ever since I was born", Vermundr explains as he readjusts his armor. "It's the reason I'm down here and why I ended up with the Crooked Kin."


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Nobody likes me. They tolerate me out of usefulness. Zed's frowns remains heavy. I won't let this situation get out of hand. I know better.


Inactive

"Oh...so you can control it then?" she asks, lowering her bow and looking both curious and wary. Then she stops and gives herself a smack on the forehead. "Of course you can or you probably would've warned us a long time ago."

Although her mind is still brimming with questions, it slowly dawns on her that with half the group outside and half inside, conversation is going to be a little difficult. "Here, let's all at least get inside before anything else happens. We need to patch up again too before we push on any further anyway," she says as she hurries through the broken door.


Kazamir does not detect any traps as he searches the room, the others more concerned with Vermundr's immediate condition.

However, he notes the portrait above the fire.

The portrait is excellent quality and displays an impressive middle-aged man surrounded by bizarre and exotic objects.

He also notices behind the painted figure is a stained glass window through which he can see a stone bridge. Judging by the angle and building the figure is standing in, it is probably a depiction of the now destroyed bridge you noticed from the road.

There are two doors leading north as well as the stairs going up. A door also sits in the east wall.


INACTIVE - GAME DIED

Constantin approaches the fireplace and looks up at the painting. "The master of the house, I presume?" he says quietly as he scrutinizes the picture.

Knowledge: Arcana, History, or Local: 1d20 + 12 ⇒ (18) + 12 = 30


Inactive

"Well...at least we seem to have already taken care of the rest of the welcoming committee," Hazel muses as she nudges the remains of the construct with her foot. "See anything else we need to worry about, Kaz? That's the last time I open a door without someone looking at it first..."


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

"If there is another risk, it is beyond me to find..." Kaz answers, smiling ruefully at his earlier failure to detect the previous threat.

"Give me one more moment..." he says, casting detect magic and scanning the room.


There are several auras of magic in the entrance hall that once he concentrates, Kazamir attributes to unseen servants who shuffle about quietly undertaking several mundane tasks

Constantin recognises the man in the portrait as Count Alpon Caromarc in his younger years.


INACTIVE - GAME DIED

"The Count in his youth," says Constantin to nobody in particular. Then he straightens, turns, and says, "So... if this is built like most castles, the quarters of the master will be upstairs, and downstairs will be mostly servants, kitchen, dining hall, and of course entrance to the basement and possible dungeon. Where to first?"


retired

"Just a few minutes, dear," Vala responds to Hazel's question about the flight. "And I'd rather have wasted a spell than not and watched Zed here fall from the bridge."

When the discussion of Vermundr's alterego comes up, she remains silent on the matter and instead stays focused on treating any lingering wounds amongst the group.

Healing Hex (self): 2d8 + 6 ⇒ (2, 8) + 6 = 16
Cure Lt: 1d8 + 1 ⇒ (5) + 1 = 6

anyone else need some hps?

Status:

HP: 34/39
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 14
F/R/W: +5/+2/+9 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 1/7
Wand of CLW: 6/50 remaining
Healing Hex targets: Hazel, Vermundr, Vala
Heaven's Leap targets: Zed, Vermundr, Kaz, Constantin
Current Wandering Spirit: Heavens
Stardust used: 1/7
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: color spray* [ ], inflict light wounds [ ], magic missile [ ] [ ], produce flame (CL7) [X]
Level 2 spells (3+1+1*) | DC 16: hypnotic pattern* [ ], glitterdust [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 17: daylight*[ ], fly [X], lightning bolt [ ] [ ]

Ongoing Effects


Valavastra Cross wrote:

"Just a few minutes, dear," Vala responds to Hazel's question about the flight. "And I'd rather have wasted a spell than not and watched Zed here fall from the bridge."

When the discussion of Vermundr's alterego comes up, she remains silent on the matter and instead stays focused on treating any lingering wounds amongst the group.

[dice=Healing Hex (self)]2d8+6
[dice=Cure Lt]1d8+1

anyone else need some hps?

** spoiler omitted **

I think Vermundr and Hazel were pretty badly injured


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed slides past Vala. "Thank you. I doubt we would be alive without you. That was a nasty trick they used." Zed patches the last of his wounds as he scours the room.

ILW: 1d8 + 5 ⇒ (1) + 5 = 6

As an experiment, Zed scrapes off some mud from his boots, using detect magic to observe the reaction of the unseen servants to the dirt on the floor.


Nothing happens for a moment but then a small brush lifted from the fire caddy beside the fireplace seems to levitate before sweeping up the mud.


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kaz is down 10hp, Vala. Hex, spell, wand? IF you would be so kind.


Inactive

"I'm kinda beat up, again...story of my life..." Hazel sighs as she glances down at her battered and blood-stained armor. "Remind me to look into some better armor or something the next time we have a chance."
________

Hazel's down to 19/51 so any assistance would be appreciated! If Vala's pretty tapped out on healing then Hazel can drink her potions instead :)


Hazel Stokes wrote:

"I'm kinda beat up, again...story of my life..." Hazel sighs as she glances down at her battered and blood-stained armor. "Remind me to look into some better armor or something the next time we have a chance."

________

Hazel's down to 19/51 so any assistance would be appreciated! If Vala's pretty tapped out on healing then Hazel can drink her potions instead :)

To be fair, your armour wasn't the problem in this last battle, it was just a deadly ability that battered a few of the team at a time. By the way the rules are written, it could have just moved in a zig-zag pattern damaging everyone but that just seemed like a d*ck move to me :/

When you're ready to move on just let me know which door or the stairs and I will use the standard formation/door opening routine to check for traps etc (although Kaz is very confident there are no further traps in this room)


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

I've learned in my experience with APs that you should not treat the books as gospel. Humans wrote it, there are mistakes, and sometimes just poor decisions. I've noticed that in Way of the Wicked the author seems to believe that if any outsider is killed on the material plane they simply return to their home plane (that rule only applies to summoned creatures). Since the AP gets so heavily into outsiders it can get confusing.


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Zed Ulmin wrote:
I've learned in my experience with APs that you should not treat the books as gospel. Humans wrote it, there are mistakes, and sometimes just poor decisions. I've noticed that in Way of the Wicked the author seems to believe that if any outsider is killed on the material plane they simply return to their home plane (that rule only applies to summoned creatures). Since the AP gets so heavily into outsiders it can get confusing.

Yeah, aside from a high roll Dispel Magic, I don't know how a group would get through that encounter unscathed if played by the RAW

Anyway, moving on. North door?


retired

You can always roll what healing you need yourself, Kaz. I'll track it just the same =)

Vala fusses over Kazamir, "Look at you! That thing cut you pretty badly, Kazamir." She tends to his wounds then turns back to Hazel. "And you! You're sliced to ribbons! And you too, Vermundr! Wolf or not, you're not invincible you know."

Healing Hex (Kaz): 2d8 + 6 ⇒ (2, 8) + 6 = 16

CLW (Hazel): 1d8 + 1 ⇒ (6) + 1 = 7
CLW (Hazel): 1d8 + 1 ⇒ (3) + 1 = 4
CLW (Hazel): 1d8 + 1 ⇒ (1) + 1 = 2

CLW (Vermundr): 1d8 + 1 ⇒ (3) + 1 = 4
CLW (Vermundr): 1d8 + 1 ⇒ (4) + 1 = 5
CLW (Vermundr): 1d8 + 1 ⇒ (8) + 1 = 9

3 charges for Hazel, 3 for Vermundr, and the wand of cure light wounds is now spent.

Status:

HP: 34/39
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 14
F/R/W: +5/+2/+9 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 1/7
Healing Hex targets: Hazel, Vermundr, Vala, Kaz
Heaven's Leap targets: Zed, Vermundr, Kaz, Constantin
Current Wandering Spirit: Heavens
Stardust used: 1/7
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: color spray* [ ], inflict light wounds [ ], magic missile [ ] [ ], produce flame (CL7) [X]
Level 2 spells (3+1+1*) | DC 16: hypnotic pattern* [ ], glitterdust [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 17: daylight*[ ], fly [X], lightning bolt [ ] [ ]

Ongoing Effects


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed searches the room as they do damage control.

Take 10 on perception for a 24.


INACTIVE - GAME DIED

I could've just dispelled it? Balls!


Constantin Ionescu wrote:
I could've just dispelled it? Balls!
Dispel Magic wrote:
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.

That clause has saved more than one of my parties!


G9a - G9d Storerooms

These rooms contain the coal for the manse's fireplaces, foodstuffs, wine and cleaning equipment.

Map


Inactive

"Thanks Vala! Well, good to know where to go if we get hungry," Hazel observes as they uncover several storerooms. "Joking! I'm just joking!" she adds quickly. "There's no way I'd be rude enough to just raid someone's larder without asking or leaving some sort of payment behind."

She notes that there are still several doors leading out of the storerooms as well as the stairs leading up and the door to the east. "Want to check out that door over there or should we go up and work our way back down?" she asks as she moves to the eastern door and presses her ear against it.

Perception: 1d20 + 5 ⇒ (10) + 5 = 15
________

Oh I the player know it's not always a matter of armor but Hazel's still generally of the mindset that more/better armor MUST be the proper solution most of the time, hehe.


INACTIVE - GAME DIED

"We might as well see if we find anything other than magical servants down here before we go up," says Constantin with a shrug.


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

"Agreed," Kaz nods to Constantin, "Lets see what else is on this floor first."


Cool, following the Rule of Left to move things on and therefore taking the NW door.

As patched up as they can be, the group move on into the manse, with still no sign of life beyond the artificial presenting itself.

You note how quiet the manse is, with only your footfalls clopping on the oiled wooden floors. You catch sight of the remarkable waterfall through windows and wonder how the whole building must be sound-proofed against it.

Pushing on, the door to the north opens into a kitchen. This large kitchen contains a roaring stove, several workbenches, and a spice cabinet.

Even a cursory glance at the spices show that they are an incredible collection of exotic ingredients from areas some of you have never even heard of.

The spice collection would actually be worth around 500gp


INACTIVE - GAME DIED

"Wow. I bet Kendra would love a collection like this," says Constantin of the spices.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

"Are we considering the area hostile territory? Should we be looting? It could be rather uncouth."


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

"If it proves that the Schloss is uninhabited or hostile, we can loot on our way out. I'd leave them for now."


retired

Vala nods twice, first in agreement with Constantin as a warm smile spreads across her face. The second is also in agreement, though this time it's with Kazamir and whatever wistful warmth she'd glimpsed thinking of her dear niece evaporates in the shadow of their present circumstance.

"I wonder again at how the Whispering Way made it even this far. Mysteries for another day, I suppose. Let's press on. If the count is still around, I have a few difficult questions for him."


Actually, I'm just going to give you the whole layout of the manse, downstairs and up

G4 Library
Shelves crammed with books line the walls of this room. A comfortable leather chair sits in the room's centre.

The books in the library are primarily on the subject of engineering and grant a +2 bonus on Knowledge Engineering checks made here. The collection is worth 750gp in total.

G5 Smoking Room
Two plush chairs sit around a small lit fire in this cramped, tobacco-stained room. Numerous tobacco jars sit on a shelf next to a pipe rack filled with strange smoking apparatus.

The tobacco jars are filled with various exotic mixtures and worth 300gp in total. Among the mundane pipes are a calabash set with six small jets (worth 75gp) and a long churchwarden with a gold toothguard (worth 50gp)

G6 Trophy Room
These two rooms are crammed with taxidermied animals and stuffed heads.
While interesting, and perhaps a little grisly, the trophies are low in value and probably only worth around 300gp in total.

G7 Billiards Room
A billiards table fills most of this chamber and a rack of cues hangs on one wall beside a gold score checker worth 90gp.

G8 Dining Hall
The vaulted ceiling of this large room is adorned with gilt. A pair of halberds hang above a huge lit fireplace in the far wall. A great dining table and twelve chairs take up the centre of the room.

There is a secret door in the north wall that appears to lead outside, judging by the draft and sound of the waterfall anyway. The two halberds are both masterwork quality and in addition, beside the door, there are several coats, a walking cane and a sealskin cloak worth 150gp

G9a - G9d Storerooms
These rooms contain the coal for the manse's fireplaces, foodstuffs, wine and cleaning equipment.

G11 Guest Bedrooms
White sheets cover the four-poster bed, wardrobe and dressing table in these luxurious guest rooms that seem so rarely used.

A locked door (DC 25 Disable Device) leads to a small balcony that affords a spectacular view of the falls.

G12 Engineer's Quarters
Three simple cots are arranged within this chamber. Numerous drawings and books litter a nearby table.

The engineering books on the table are technical manuals worth 100gp. Also on the table are a magnificent jade and gold writing set with several jars of valuable inks worth 150gp and a small portable ink jar with a silver clasp worth 20gp

G13 Master Bedroom
This neat bedchamber holds a resplendent four-poster bed surrounded by oak furniture. The furniture consists of a wardrobe, a dressing table, a chest and a tall dressing mirror.

Kazamir notices a false back to the wardrobe.

Throughout the mansion there are six unseen servants that can be occasionally seen busying themselves with their perpetual duties. There is no other signs of anyone and the stillness and deserted nature of the house is altogether eerie.

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