PFS: AP: Carrion Crown (CORE!)

Game Master R D

Schloss Caromarc


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Liberty's Edge

Male 1/2 orc Rng 7/Ftr 2 | HP 78 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+15; CMD 27 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 7/Fighter 2

to keep things moving again attack on my turn

attack: 1d20 + 6 ⇒ (7) + 6 = 13

damage: 1d12 + 7 ⇒ (5) + 7 = 12

Silver Crusade

Poshment attacks: Longsword: 1d20 + 2 ⇒ (16) + 2 = 18, Damage: 1d6 + 1 ⇒ (4) + 1 = 5

The swarm takes a couple of points of damage.

____________________________________________________________

Sharien
Swarm: 12 HP damage
Grog: 3 HP damage
Faria
Poshment
Zorra: 4 HP damage
____________________________________________________________

Sharien is back up!


Female half-elf wizard 6 | hp 30/32 | AC 12, T 12, FF 10 14 | Fort +3 Ref +4, Will +5 (+2 vs. enchantments), immune to sleep | Acid dart 7/7 left | Perception +0

Having little left in her repertoire, Sharien will attempt to fire a blob of acid at the swarm.
ranged touch: 1d20 + 2 ⇒ (20) + 2 = 22
acid: 1d6 ⇒ 5

Silver Crusade

In desperation, Sharien fires a "Hail Mary." And it works! The acid disperses the swarm!

Combat over!

Silver Crusade

Does the party still want to go towards the "house" structure? Do you want to check out the tower from which the swarm came? Do you want to head somewhere else?

One of you looks back to see Riff. He's standing there with his mouth agape. He just witnessed the fury of the party--melee and blasts of energy (fire and acid). He had no idea y'all had so much power.

:-)

Dark Archive

Female Human Cleric 5 (Pharasma) HP 33/33 | AC 19, T 12, FF 18 | F +6, R +5, W +10 | Init +3 | Perc +5 | Channel Energy DC 13 7/7

Faria turns to the man and smiles, giving him a brief wave before turning back to her fellows. "Shall we continue on, then?" The priestess keeps her voice calm, but her heart pounds in her chest. The realization of the dangers they faced suddenly catapulted to the front of her mind.

This wasn't a test of some sort where you got admonished if you missed something. The consequences in this place would be death. For her or a fellow party member. She looks at her companions with a confidence she isn't sure she feels, waiting for Poshment and Grog to lead them in.

Silver Crusade

Okie dokie. Onto the "house" then?

This small brick manor house is overgrown with thick sheets of gray-green ivy. The roof sags ominously, and the front door hangs askew.

Getting this far, you lose sight of Riff in the fog.


Female half-elf wizard 6 | hp 30/32 | AC 12, T 12, FF 10 14 | Fort +3 Ref +4, Will +5 (+2 vs. enchantments), immune to sleep | Acid dart 7/7 left | Perception +0

Onto the house.

"That was dangerous. I had to use all of my scrolls of fire, which means if we run into another swarm of creatures like that, I will be mostly useless."

Silver Crusade

You're not far from town. You can always gear up, rest, recover spells, and come back.

It's very quiet in the house. Too quiet. You don't even hear insects.

Liberty's Edge

Male 1/2 orc Rng 7/Ftr 2 | HP 78 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+15; CMD 27 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 7/Fighter 2

Grog investigates the door.

search the door

Perception: 1d20 + 4 ⇒ (14) + 4 = 18

Silver Crusade

Grog, you can see bricks, timbers, and other support structures missing in key places in the roof (and walls, and floors, and etc.) of the house. You're pretty sure that the whole house is unstable.

Given its size, an attempt to explore it fully would take 10 minutes. However, anyone inside runs the risk of triggering a partial collapse of the building.

You suspect that there might be ways to mitigate this risk. But you could not eliminate it entirely without months-long renovations.

Liberty's Edge

Male 1/2 orc Rng 7/Ftr 2 | HP 78 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+15; CMD 27 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 7/Fighter 2

hmmm..doesn't look safe says Grog who then turns his head and looks at the rest of the party.

Dark Archive

Female Human Cleric 5 (Pharasma) HP 33/33 | AC 19, T 12, FF 18 | F +6, R +5, W +10 | Init +3 | Perc +5 | Channel Energy DC 13 7/7

Faria's brow furrows, then she shakes her head. "We can always search there later, if need be. Let us proceed to the main body of the prison itself." The priestess was anxious to see what it was Professor Lorrimor had thought was so important he would risk a trip inside.

Silver Crusade

I'm going to let the party discuss and decide if they want to brave the house or head elsewhere. If you collectively decide to go somewhere else, where to?

Dark Archive

Female Human Cleric 5 (Pharasma) HP 33/33 | AC 19, T 12, FF 18 | F +6, R +5, W +10 | Init +3 | Perc +5 | Channel Energy DC 13 7/7

My vote will be the main prison complex. More than happy to hear from everyone else, though. :)

Liberty's Edge

Male 1/2 orc Rng 7/Ftr 2 | HP 78 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+15; CMD 27 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 7/Fighter 2

Sounds good replies Grog looking at Faria.

Prison works for me

Silver Crusade

Here is a description of the prison.

A two-story stone building looms in the center of the prison grounds. Ivy and moss cling tenaciously to the walls, while above the wooden shingles of the roof are often missing entirely, exposing the wooden rafters of the upper structure to the sky. Here and there, leering stone gargoyles perch on the eaves, once functioning as drainspouts and decorations but now seeming almost to serve a more ominous role of sentinels. Many of these stone decorations have crumbled away and lie in ruined piles on the soggy ground below. Windows in the building's facade are narrow and blocked by grills of rusty iron bars. Stone columns support a slumping wooden balcony over the building's wooden front doors, both of which hang askew and reveal dark glimpses of chambers within.

You are also welcome to circumnavigate the grounds, if you wish.

Silver Crusade

The party approaches the front of the prison:

Perception Checks:
Faria: 1d20 + 4 ⇒ (2) + 4 = 6
Grog: 1d20 + 4 ⇒ (16) + 4 = 20
Poshment: 1d20 + 3 ⇒ (10) + 3 = 13
Sharien: 1d20 + 0 ⇒ (14) + 0 = 14
Zorra: 1d20 + 5 ⇒ (19) + 5 = 24

Both Grog and Zorra notice that the balcony above the entrance is unsound. Though, if it fell, it doesn't look like it would completely block the doorway--it would simply become difficult terrain. (Structurally, it doesn't look as bad as the house you skipped.)


Female half-elf wizard 6 | hp 30/32 | AC 12, T 12, FF 10 14 | Fort +3 Ref +4, Will +5 (+2 vs. enchantments), immune to sleep | Acid dart 7/7 left | Perception +0

Sharien follows her allies closely, ready to cast a summoning spell to aid them if need be. She's not much of an architectural guru, however, and does not notice anything useful about the building.

Silver Crusade

A cold wind suddenly blows. The howling sound of the wind doesn't sound ominous. At all. It totally doesn't sound like the prison is screaming at you. Nope. It sure doesn't. ;-P

In the distance, you can hear Riff exclaim: "Whut tha heck?!?"

Dark Archive

Female Human Cleric 5 (Pharasma) HP 33/33 | AC 19, T 12, FF 18 | F +6, R +5, W +10 | Init +3 | Perc +5 | Channel Energy DC 13 7/7

Before the group enters, Faria calls over her shoulder. "What is it, Riff?" She was hoping it was just the foul wind, but she'd rather be sure before they went in.

Assuming he calls back an A-ok, she steels herself, wrapping her faith around her like a protective cloak as she and her companions enter the forbidding structure.

Silver Crusade

"I dunno. Sounded like screamin' from yer direction!"

Liberty's Edge

Male 1/2 orc Rng 7/Ftr 2 | HP 78 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+15; CMD 27 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 7/Fighter 2

Perception: 1d20 + 4 ⇒ (4) + 4 = 8

Grog listens for more sounds of howling

doesn't sounds like anything

Dark Archive

Female Human Cleric 5 (Pharasma) HP 33/33 | AC 19, T 12, FF 18 | F +6, R +5, W +10 | Init +3 | Perc +5 | Channel Energy DC 13 7/7

"We're fine, but thanks for your concern." The priestess calls out to the man, a bit amused and touched at the same time. She looks at Poshment. "Brother, care to lead us into the gloom?" She calls upon Pharasma's divine power, asking for a pittance. Suddenly, Poshment's shield glows as brightly as a torch, perhaps brighter, with none of the flickering lights.

Silver Crusade

As Poshment's shield begins to glow the darkness "shies" away. But, the light doesn't uniformly provide clarity of vision. It's more like the darkness "concedes" to the light.

The fog, however, reacts as though "offended" by the light. Just like back at the crypt, tendrils of fog "test" the edges of the light--as though they're trying to find a way in...


Male Halfling Paladin 1

Poshment will steel his rattled nerves and head into the dark prison.

Silver Crusade

There is a new map (Harrowstone Prison--First Floor) linked at the top of the page. The party is heading into area S1. Please note, 1 square is 10 feet.

Poshment leads the way into the entrance foyer. This was once a wide hall flanked by a pair of waiting rooms, but the foyer to Harrowstone now lies in ruins. With little left to hold up the ceiling, the wooden beams above sag dramatically. The wall to the north contains a large pair of oaken doors.


Male Halfling Paladin 1

"See nothing to be afraid of...just a old building that is ready to fall over due to disrepair...nope not haunted at all" He will move forward and check the doors to see if they are locked.

Silver Crusade

CREAK! CRACK! SNAP! The floorboards groan with every step the halfling makes. (Heh. Yeah. It was totally the floorboards. Gulp!)

The doors don't seem locked. Hm. Strange. These doors look as old as the rest of the place. But, they seem sturdy. The party inches their way forward carefully. Poshment opens the doors.

Streaks of mold stain the walls of this foyer (area S2 on the map), and the floor below is a thick, gray carpet of fungal growth. Sturdy wooden doors beckon from every wall. (Map updated.)

Dark Archive

Female Human Cleric 5 (Pharasma) HP 33/33 | AC 19, T 12, FF 18 | F +6, R +5, W +10 | Init +3 | Perc +5 | Channel Energy DC 13 7/7

The priestess gives Poshment a wry look as he waxes on about the not-so-badness of the place. Meanwhile, the fog kept swirling on the outskirts of the light, almost as if waiting for the glow to die down so as to fill in the gap.

"Hold, brother. Let's let Zorra take a look around with her keen eyes before proceeding any further."

While waiting for the dwarf, Faria herself takes a look around the room.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24

Liberty's Edge

know nature: 1d20 + 4 ⇒ (12) + 4 = 16

check out the fungus

Grog looks closely in the area where the fungus is growing.

Silver Crusade

The fungus is thick and gross, but otherwise natural. Faria finds nothing else of note in the room--except, you know, for the pervasive sense of the souls of many burned prisoners.


Female half-elf wizard 6 | hp 30/32 | AC 12, T 12, FF 10 14 | Fort +3 Ref +4, Will +5 (+2 vs. enchantments), immune to sleep | Acid dart 7/7 left | Perception +0

Sharien keeps an eye out, but otherwise waits for her allies to find something useful other than fungus.

Silver Crusade

Nothing useful in this room. Just more doors. Strange that the doors look so sturdy when everything else looks like it's ready to fall apart. The doors are definitely old, though...

Dark Archive

Female Human Cleric 5 (Pharasma) HP 33/33 | AC 19, T 12, FF 18 | F +6, R +5, W +10 | Init +3 | Perc +5 | Channel Energy DC 13 7/7

Nothing the dwarf's silence, Faria shakes her head minutely. The foulness of this place has crept into that one's nerves. She calls out, "I don't see anything wrong...though I feel the evil and sorrow of the spirits that were burned here. Poshment, can you lead us through the door to the right?" She smiles encouragingly at the Halfling, fighting back her own sense of doom and despair. This place really weighed on one's psyche.

Silver Crusade

Poshment opens the door to the right. It seems to lead to a hallway. The hall way is 30 feet long and 10 feet wide. There is a ruined piece of furniture in the middle.

Six seconds after the paladin opens the door, badly-burnt faces of shrieking inmates rush out of all of the doors before causing each door to open and slam violently shut. All the doors are then stuck for one minute. The next time you open a door (any door) the same thing happens.

Anyone with any ranks in knowledge religion recognizes this as a "Slamming Portal" haunt. It's not immediately dangerous. However, if you needed to make a hasty retreat, this could trap party members in the room for a full minute...


Female half-elf wizard 6 | hp 30/32 | AC 12, T 12, FF 10 14 | Fort +3 Ref +4, Will +5 (+2 vs. enchantments), immune to sleep | Acid dart 7/7 left | Perception +0

"Hmm... should we use one of our haunt eater items on this, Faria? You're more knowledgable about things such as this than I am."

Dark Archive

Female Human Cleric 5 (Pharasma) HP 33/33 | AC 19, T 12, FF 18 | F +6, R +5, W +10 | Init +3 | Perc +5 | Channel Energy DC 13 7/7

"It's a rather inconvenient haunt known as a Slamming Portal haunt. Basically, any time someone opens a door, they will all slam shut for a short period. It's more inconvenience than anything, but if we need to beat a hasty retreat through this area, we could be in trouble if we don't take care of it." Faria looks to her companions...these haunt syphons were treasures, and she didn't want to waste one on a mere inconvenience, but she also sought their input.

Liberty's Edge

Male 1/2 orc Rng 7/Ftr 2 | HP 78 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+15; CMD 27 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 7/Fighter 2

anyway to disable it?

check the door on the "left"

percep: 1d20 + 4 ⇒ (2) + 4 = 6

Silver Crusade

Grog, any door you open activates the haunt. Then all the doors are shut for 1 minute.

It's a haunt, not a trap, so it cannot be disabled except by dealing with the cause of the haunt or using your siphons.

You can easily see how this thing could be used to split the party--or keep you confined.

Dark Archive

Female Human Cleric 5 (Pharasma) HP 33/33 | AC 19, T 12, FF 18 | F +6, R +5, W +10 | Init +3 | Perc +5 | Channel Energy DC 13 7/7

Making a decision, Faria takes out the haunt syphon that she possesses, activating its magic to attempt to clear the area of the haunt. At some point they would need to cleanse the source of these things, but that could be a convoluted chain of events.

Silver Crusade

Faria takes out the Haunt Siphon and activates it by twisting the metal casing to open the vial at the same time that the haunt manifests.

Siphon's Positive Energy: 3d6 ⇒ (6, 4, 1) = 11 (Feel free to roll this yourself in the future.)

The haunt seems to be eliminated; the mist inside the haunt siphon glows green.

Haunt Check: 1d20 - 4 ⇒ (5) - 4 = 1 (Nice! The haunt is allowed a check (with super-secret modifiers) to see if it can eventually come back. This one will not--especially with that roll.)

The room feels "lighter" somehow. Less ominous. Faria feels certain that she has permanently dealt with the haunt!

Good job! :-)


Female half-elf wizard 6 | hp 30/32 | AC 12, T 12, FF 10 14 | Fort +3 Ref +4, Will +5 (+2 vs. enchantments), immune to sleep | Acid dart 7/7 left | Perception +0

"Well done, Lady Faria. I think that was a good use of one of our siphons."


Male Halfling Paladin 1

As the faces appear and the doors slam shut Poshment will jump and grab tightly onto Faria's arm, hugging it to him as he begins to shake a little bit. After a moment he clears his throat and pushes her arm away, blushing brightly. "I...uh...I wanted to make sure you were safe sister...thats all...good use of a haunt siphen I believe."

Dark Archive

Female Human Cleric 5 (Pharasma) HP 33/33 | AC 19, T 12, FF 18 | F +6, R +5, W +10 | Init +3 | Perc +5 | Channel Energy DC 13 7/7

We can use the 'full' haunt syphon as a negative energy grenade at a later date, correct?

Faria glows at Sharien's praise, pale cheeks brightening. "It was nothing, Sharien. We each have our specialties, this just happened to be one of mine."

The priestess smiles down at Poshment, nodding. "Thank you for ensuring my safety, brother. I feel braver knowing you are here to protect me." Her dark eyes twinkle with mirth as the Halfling disengages, more than willing to let him keep his dignity intact.


Male Halfling Paladin 1

Poshment smiles and puffs out his chest a little as he proceeds to reopen the door to the right.

Silver Crusade

Faria Quorothe wrote:
We can use the 'full' haunt syphon as a negative energy grenade at a later date, correct?

Yup!

Haunt Siphon Grenades:
A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.

Poshment opens the door to the hallway. It looks like this "hallway" isn't actually a hallway! (You only got to see it for a moment before.) It's a stage? Weird. It is "walled off" from an auditorium by iron bars. Several rows of wooden benches, all spotted with mold and sagging with neglect face the stage.


Male Halfling Paladin 1

"Odd...I wouldn't have imagined this place to have a theater...maybe they made the prisoners preform shows here...seems odd to let them get this close to the front door however."

Dark Archive

Female Human Cleric 5 (Pharasma) HP 33/33 | AC 19, T 12, FF 18 | F +6, R +5, W +10 | Init +3 | Perc +5 | Channel Energy DC 13 7/7

The Pharasman frowns as she looks on at the stage. For some reason she had a feeling it was a dark sort of entertainment that went on in this room. "Let us take a look around to see if we can find a source of the spirits that roam this place."

Silver Crusade

Knowledge history, knowledge local, profession lawyer (or related) skill checks are applicable here.

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