The Carrion Crown (E7 goodness with House Rules frosting)

Game Master Helaman

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Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Father Toth seems in better spirits this morning, giving the apothecary a brief smile. "I have not come to judge you, Jorminda. I have made mistakes of my own in the past as Pharasma well knows. We have come for your services. The very vermin from the walls of the prison rally against us and we could use some alchemists fire to purge the swarms. Also, seeing your tea makes me think I could use some herbal remedy. I'm feeling slightly off this morning."


She shrugs. You can see she just is beyond caring due to her own burdens and troubles.

I have 3 Alchemist fires on hand. Thats all I can give you for now - a bunch of them are already set aside for farmers for burn offs before spring planting. If you are feeling unwell? Got this remedy thats good for most illnesses. 100 gold for the lot.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru weighs Nighteyes' jangling pouch in his hand. "We are short in gold, but I'll offer you 50 coins and two vials of holy water in trade. Those might prove invaluable should you receive another visit from a stranger in the night..."


You can see her internal conflict, frustrations and woes - it takes no special skill, so close are her feelings to the surface. She wants to hate you, she wants to hate herself, she has some sentiment and regard for you and she wants to help, possibly even atone for past ills.

I'll take 50 now and an I.O.U for 50 gold later - written in your hand Father Jaru - the Holy waters are of no help to me but gold is.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru nods and signs the scrip.

I think Elidal wanted a word or two with her as well.


Yep - am leaving time for that. So the plan is to head up there for a bit and then come back for the funeral? Right?


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"Hello Wise One. I've opted to help those young lads a bit. I've some coins left; a parting gift from the Watch. Perhaps I could forward some? And what about preventive remedy? We watchmen used to carry some herbal remedy. Taste like s- Well, it's helped us when we had to eradicate vermin. Did the Watch get those from you?"

I can pay the other 50 gp if you want.


Its the same thing Mister Escheus, she says.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"Good. Then how much would it be for each of those herbal remedies?"


anti plague is 50 gold each. Father Jaru's one at 25 was due to old regard for him


SHEET

Nalun watches the bargaining carefully.


Inactive

Bleargh, long day at work...

Elidal studied the young woman carefully. Under normal circumstances she would have preferred to speak to her privately, but it appeared that today would likely not be the day to do so. She also didn't want to draw too much attention to the incident from earlier, especially with there being two new faces to the group who would surely ask questions that might agitate the woman further.

"We also wanted to come by and check on you. With things being what they are, it sets my mind at ease to check in on those that we've grown familiar with during our time here. As others in town know, if you should experience any unusual occurrences or have a need to speak with one of us, you need only send a message and one or all of us will come as quickly as we're able." As she speaks she attempts to punctuate her words with a gentle, but pointed look.

Bluff (Secret Message to Jorminda): 1d20 + 5 ⇒ (20) + 5 = 25

Message:

Elidal is both expressing genuine concern over Jorminda's current state of mind/health as well as leaving the option open for her to approach Elidal (or someone else in the party if she really prefers) for an ear to listen but she won't press the issue further than this.

I'm sure it's probably fairly obvious what Elidal is trying to convey but if any of the other PCs want to try and pick up on it in-character, feel free to roll a Sense Motive!


She gives Elidal a grateful nod but says nothing more.

And with that you should be free to pursue your exploration of the prison.


The trudge up to the prison is a slippery one, the ground having been soaked the night before but you arrive in about half an hour and it is around 10 in the morning. The clouds are heavy overhead but are patchy enough to allow the sun to peek through from time to time.

As usual the prison seems to be a brooding, menacing structure, with the aged heavy gates swung all but closed, likely from the storm the night before, though you could have sworn that one of the gates was on one hinge before.


Roll20 site updated with our new friends


SHEET

Nalun hums a slow tune to himself in a low whisper as he sees the foreboding structure.
Roses love sunshine violets and you
Angels in the heavens know I love you
Write me a letter send it by mail
Send it in care of Harrowstone jail


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru frowns at the change in position of the gates and readies a flask of fire as he moves forward.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Emmett secures the antitoxin he's bought, simply shrugging at Jorminda's implied criticism.

Buying one antitoxin.

Once near the prison, he frowns at Nalun's singing, then asks: "So tell me where you were attacked by vermin and skeletons. By the way, who's got the vials?"


Who's opening the gate


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

I am. Sword and longbow in hand.


PM coming your way Emmett


Inactive

"Hmm, wasn't part of the gate barely hanging by a hinge before? It seems as if someone wants to keep us out...whether it's the disquieted dead or something more tangible."


Emmett pushes on the gate.

Will DC12: 1d20 + 1 ⇒ (4) + 1 = 5

Emmett:
You lay your hand against the stout aged timbers of the gate... and hear terrible screaming, the crackle of flames, and creaking of timbers under stress. You can smell smoke and burned human flesh - a watchman learns that smell early in their careers. It terrifies you. ShakenWill DC13: 1d20 + 1 - 2 ⇒ (16) + 1 - 2 = 15. Your mental stability isn't impacted but you are shaken for the next 10 minutes

And goes pale, frozen there for an instant, shock engraved on his old face... and thats when the huge door tears from its hinges with a groan and crashes down.

Emmett Ref DC12: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15

It slams into the ground with loud crash as Emmet manages to leap away and avoid harm... leaving the way into Harrowstone open.


SHEET

By the Lady! That looked...deadly. Nalun says when the door falls. He murmurs a cantrip designed to detect magic and scans the door.


No magic


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

"Welcome to Harrowstone." Simeon says quietly, gazing intently at the fallen gate.

Hitching his pack higher on his thin shoulders, he looks appraisingly at the startled man, "Are you able to continue? Steel yourself, there will be more of the same inside...."


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"I- ... I'll be okay..." replies Emmett with a shaky voice. With effort, he forces his mighty husk straight and steps forward, though more slowly than before.


Inactive

"We're all here together, for what it's worth. Keep that in mind as we proceed and it may provide a margin of comfort amidst these hauntings," Elidal murmurs as she follows Emmett through the gate.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll
Emmett Escheus wrote:
"I- ... I'll be okay..."

"You will," Jaru reassures. "Keep your wits about you though. The haunts are often proceeded by some strange sensation -a cold spot, tapping or hissing."


The ground is littered with dead rats and the charred bones of your last visit but everything seems to be as quiet as a tomb.

Investigating grounds or back into the building?


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

"Let us finish our exploration of the ground floor. That is where the foul spirits await and do not wish to waste more effort on the vermin that infest the outer ruins."

taking it inside.


You climb past the rubble and into the building. A stillness fills the halls that is barely broken by the echoing sound of your footsteps.

Your presence does nothing to dispell the emptiness that conveys a sense of loneliness to what should be just a plain abandoned building.

Yet under lying that impression is another one... that somehow the building itself is holding its breath, waiting.

You press beyond the foyer into what seems to be the central corridor, your breathing audible as the sound of it bounces of the hard cold stone walls.

Map is up - where to? What light source(s)


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Emmett's eyes grow wide when he sees the bloody runes drawn on the prison walls.

What have I gotten myself into!?


Inactive

Elidal points toward the corridor to the group's left. "I know we've not fully explored in that direction aside from our arachnid encounter the last time we were in here. Should we head in that direction first?"


SHEET

Nalun murmurs a light cantrip and summons a globe of light.

Such a congregation of spirits....surely the Professor was here studying for a reason when he was.... Nalun trails off


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

The Professor died here...

Emmett, with heavy legs, move in the direction offered by Elidal: "Why not. Trouble awaits; that's for certain."

Perception: 1d20 + 6 ⇒ (4) + 6 = 10 +2 vs Undead


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru follows switching over to his crossbow.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru gestures, "Let us proceed clockwise through the unexplored area."

Hello?


SHEET

Nalun nods in agreement with Father Toth.

Tell me Father, would the clockwise motion have an effect on divinitory spells? Nalun asks, tracing a pattern of Pharasma's spiral in the air with a clockwise motion.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru gives the elf a sly smile. "Not directly, but I find it an auspicious direction."


Inactive

Elidal chuckles as they begin to make their way down the corridor. "Every little bit that might help, eh? In that case, clockwise sounds like a good direction to me."

I think we're just waiting on the good GM to tell us what we see :)


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"Clockwise it is, then..." shrugs Emmett, not wanting to give too much credence to superstitions.

He looks around at the bloody runes though, and quickly makes a spiralling sign on his chest.

You never know!


The door before you is heavily padlocked and quite stout. The lock is in some disrepair but looks like its was of good quality back in the day.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"May I try?" Emmett says, cursing as he painfully gets a knee down on the floor and studies the lock.

Emmett has studied locks and mechanisms during his career, but never bothered to get a set of proper tools. Now he regrets it...

"Someone has tools for this kind of work? I'm afraid I don't..."

Perception for nasty surprises: 1d20 + 6 ⇒ (15) + 6 = 21
Disable Device: 1d20 + 7 ⇒ (3) + 7 = 10 The SRD says: If you do not have a set of thieves’ tools, these DCs increase by 10.


You dont find a trap but you absolutely know that without tools you have no chance at all.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll

Jaru frowns. "Perhaps we could break it down, but let us continue and come back to this later."


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"No way..." Emmett shrugs and makes a mental note of getting tools as he gets up and moves on.

But where? I could ask the sergeant... But he'll become suspicious...

Knowledge (local) to find where I could purchase these in Ravengro: 1d20 + 6 ⇒ (3) + 6 = 9


Simeon Plavini Wizard 5 HP: 28/(32)/[32] AC 16/16/14 Stbl:7/(13) Fort:+2 Ref:+3 Will:+5 Init +3 Perception+1

Simeon shrugs as the question of the direction of exploration is discussed "Whichever way we take, the destination remains the same."

His eyes alert he waits pensively as the gentelman examines the lock then responds to Jaru's comment "Though the denizens of this ruin are mostly dead, the racket of beating this door down may bring unwanted attention upon us..."


Emmett Escheus wrote:

"No way..." Emmett shrugs and makes a mental note of getting tools as he gets up and moves on.

But where? I could ask the sergeant... But he'll become suspicious...

[dice=Knowledge (local) to find where I could purchase these in Ravengro]1d20+6

Adventurers, trouble makers that they are, generally have access to such disreputable objects or may know where to find them.


SHEET

How do things without ears hear? Skeletons for example. Nalun ponders aloud. Have you some theory Professor?

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