Alexa Grunwald |
So far, you have done a great job with your descriptions. The big confusion for me in the few campaigns I am in with limited maps is flanking/precision damage/AoO and things like that. Also, area of effect spells could be a nightmare (friendly fire, missing monsters you thought were in the area, etc.)
I cannot say that I am an expert with MapTools. But it seems that most campaigns where the DM uses MapTools on the newer campaigns, they simply import the map pdf and then use the vision blocking tools to only show the part that they want to be seen.
If you use MapTools (and it is free), feel free to ask any questions as I am using it in my ToEE game.
TheReplacementGM |
Well Alexa, I've downloaded MapTools to my PC at work (a big 'yay' for the hands-off IT dept) and I'm attempting to work out how to import the maps - or parts of maps - I need to achieve a room by room update. Until I work that out, however, I'm just going to be descriptive.
All - this is what you see from where you currently are. I'm making some exceptions, but I think that's both safe and pretty obvious.
As your group collects itself, it realizes that the upstairs isn't necessarily vast, but the many nooks, some cloaked in shadows, have made it rather easy to miss the obvious. Your battle with the spirits in the place haven't helped, either. You've had moments of darkness, fear, and uncertainty - all of which have driven you into the northeast corner. After carefully searching that area, your group slowly begins to make its way south again, completing its search of the remaining prison cells.
In the last hall, the one that Valen pointed out, you discover a door on the eastern wall that leads to a set of stairs. These stairs lead downward to what you can only assume is the ground floor.
Just south of that stairway, at the end of the same hallway, you discover a guard's cage. A massive oak desk with several wooden chairs rest behind the bars. Two doors along the southern wall are the only visible exit from behind the cage.
Valen Stellori |
Check out the desk first, and then make our way down?
Having followed his curiosity to the hallway, Valen makes his way towards and around the guard's cage - looking for an entrance and a way to check the desk - hoping they might find further clues about the inmates of the prison. Or at least some new information about what the cultists were doing about.
Perception roll?
TheReplacementGM |
Hey all. So I broke down and finally pulled all the maps for the rest of Carrion Crown. In effect, I've labeled the rest of the prison - mostly by section. Because you guys have explored most of the second floor, I'm leaving that map as a single visual piece. All I ask is that you ignore the encounter/description labels (s4, s7, ect) and explore by number/letter. On this floor, each square will represent 10 x10 squares. When you get down to the ground floor, each square will represent 5 x 5 squares (for simplicity)... because I don't want to lay over another grid. In all, this should make things easier. As I work out Map Tools, I'll try and make things more detailed and use the Fog of War option. Otherwise, have fun.
Valen Stellori |
Hey all. So I broke down and finally pulled all the maps for the rest of Carrion Crown. As I work out Map Tools, I'll try and make things more detailed and use the Fog of War option.
Nice work! Thanks for the extra effort.
Valen Stellori |
So, I would bet that there is another creature in here. Might as well see.
I'll keep going towards the cage, since that was what I was doing before the map.
Valen shouts from the eastern side of the cage (square 33):"There's a door on this side." He tries the door to see if the cage is unlocked. If so, he moves to examine the desk.
Alexa Grunwald |
After she finishes scanning the area of what appears to be an office, Alexa stops using her detection ability:
I do not sense the presence of anything unnatural here. Perhaps they are beyond my ability to sense them, or perhaps this part of the prison is somehow warded as the rest of the prison exudes a distinct aura of undeath. Or perhaps the evil presences are just not here, but this seems a little strange after having met so many others.
Alexa Grunwald |
Ah - I had forgotten that he just channeled. It was 3 weeks ago in real time. I also did not realize that the cell was right next to this area.
Edited comment:
It is also possible that Valen's use of positive energy may have cleared anything that was in here.
Valen Stellori |
It is also possible that Valen's use of positive energy may have cleared anything that was in here.
"Let's hope it remains so, Pharasma guide us," Valen mentions as he enters the area through the ajar door. He proceeds to examine the desk, looking for any papers or information that might help them further know what's going on - or at least help against the undeath.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Creel |
Creel walks through the door. Checking to make sure that it can be easily opened from the inside as he does so. "Hmmm door's in good shape. I would hate to get locked in."
Aid other for Valen's search? 1d20 + 1 ⇒ (10) + 1 = 11. Hey a success, sweet!
TheReplacementGM |
This guard area is blocked from the cellblock by an arc of iron bars. Within sits an old wooden table and a few chairs.
Your group searches the area and discovers a pair of manacles (with matching key), an old watch bill, several pieces of parchment with faded ink, a quill pen, a crystal bottle with dried ink and matching stopper, a satchel with some dice, and a dozen silver coins.
Valen Stellori |
Discovers a pair of manacles (with matching key), an old watch bill, several pieces of parchment with faded ink, a quill pen, a crystal bottle with dried ink and matching stopper, a satchel with some dice, and a dozen silver coins.
So - almost the equivalent of what I said. :-)
Unless Alexa finds something amiss, Valen glances towards the two doors on the back wall and opens one to see where it leads.
TheReplacementGM |
Valen Stellori |
Valen calls back to the others: "There's another room back here - looks like a guard's room. Don't see much in here that isn't busted...I think I can see the outside from here as well."
He props the door open for others to follow, and tries to carefully approach the south wall. If anything feels like the floor might give way, backs up.
Madeline Peshtussle |
Madeline waves her hand, indicating Smith should try and be of some assistance.
Even as her eyes continue to watch the darkness behind/around them.
Perception:1d20 + 7 ⇒ (13) + 7 = 20
"A potential other way out is always a good thing. Yes?" Madeline calls in response to Valen's information.
Alexa Grunwald |
Alexa looks through the door as the others retreat.
A second exit is always good in a place like this. Although we might want to get a ladder next time we come here so that we can leave without falling to our deaths.
Creel |
"So not much to see in there, apart from main floor that is." Creel smiles.
"Hmmm I wonder how this place has managed this long. This level of rot in a strongly built building seems odd. But then I know little of carpentry and such things."
So the last things to check on this level are the double door by square 'x', the east middle, and south east areas? Vote for SE then heading north through the middle and round to 'x'.
TheReplacementGM |
The cellblocks, unlike the ones in the west, lie quiet here. The skeletons lie still, their remains in peaceful piles in chairs and on rotting racks. Although some of the cells are open, a thick layer of dust covers the floor, betraying none have passed through here in a very long time. The smell of mold is strong here.
Valen Stellori |
Valen almost trips over Madeline and Smith as he backs up. Slightly embarassed, he gives the space a backward glance and then follows the others to the next area of cell blocks.
"Maybe we can find a way down that doesn't requires collapsing floors or bare openings in walls," he adds nervously.
Agree with Creel's approach as well.
Madeline Peshtussle |
As Madeline walks along with the others, she nods in agreement with Valen's comments. Looking about the place she sighs.
"So much neglect. The church must be thin stretched to have not come and cleaned this place out..." She gives voice to the thoughts in her mind, even as she eyes the surrounding spaces.
"So...are molds also dangerous? Or am I getting mixed up with poisonous mushrooms...?" She ponders quietly.
Alexa Grunwald |
Alexa returns to scanning the area for spirits.
Using Spirit Sense trying to limit the range so that I am not overwhelmed.
Perception: 1d20 + 15 ⇒ (5) + 15 = 20
Please be careful all. As a group we are solid, I would prefer not losing someone to a broken floor or collapsed wall.
Alexa Grunwald |
Alexa gives a worried look to the others: Clearly we are not alone here. Lets keep moving.
Alexa will lead on carefully watching for any traps and expecting unnatural things to jump out at her at any time.
Not sure what we have not searched on this floor, but will lead us to the next unexplored area going counter-clockwise which is I think how we are moving.
Creel |
I believe we were sweeping from the barred offise north through the kitchens and then round west through the area with the tables to the set of double doors by square 'x'
Creel follows the druid halberd at the ready.
Vaghn der Grafft |
"Something about this place certainly feels wrong. It is like time is slowed here. I can't shake the feeling that minutes have turned into months, days into years." Vaghn shudders and continues with the others.
Valen Stellori |
Heading towards the X on the map then.
Like the others, Valen feels a sense of dread as they walk through the old building. He flinches with his shield slightly at the noise, but keep focused on making it to the double doors. It seems to be the only doors they have come accross that isn't a barred door or a hole in collapsed masonry.
He starts to reach for the handle; pauses to make a soft prayer to Pharasma; and then opens the door.
TheReplacementGM |
Your group sweeps the rest of the upstairs, looking carefully into cells and dark corners, with little to speak of. Here and there, a loud 'bang' from downstairs forces you to stop and evaluate your surroundings. You also notice that both Kendra and Tharnik, who you could swear were just here are gone. You're not positive when you lost them, but you are certain they entered this level with you.
'Crash!'
As Valen opens the double doors and peaks inside, a wave of stench washes over him. While the stench isn't enough to sicken him, it does not bode well for whatever lies beneath.
Alexa Grunwald |
Alexa looks rather bewildered for a moment, it is unlike her to miss two companions suddenly disappearing.
Did anyone see Kendra and Tharnik leave? She is a wizard and he a warrior, so they should be fully capable of taking care of themselves, just seems strange that they disappeared like that.
On the other hand, with all the noise from downstairs, it is quite possible they are down there and in trouble, lets see what is there.
Alexa moves past Valen and begins to slowly and carefully proceed down the stairs prepared for anything that might jump out.
Using Spirit Sense.
Perception: 1d20 + 15 ⇒ (15) + 15 = 30