The Carrion Crown (E7 goodness with House Rules frosting)

Game Master Helaman

Ob Portal site | Roll20 Site | Moonday, 13th of Gozran, 4714
GM Tracking

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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 sighs, "Indeed, if Feramin is true to form, spelling out his victim's name before his ultimate act,in my opinion we have only four days before his spirit bests that of the brave Vesorianna." he says dourly.

As in life, these beasts continue their depraved ways...but what happens if Vesorianna is defeated?"


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

"As always,moving quickly to purge the prison is of utmost importance. Emmett and I must visit Father Grimburrow and then we will be ready."

moving on? I don't recall, was there access to the upper floor of the prison?


SHEET

Now that we know the spirit's plan, what can we do? Nalun inquires.


There is indeed an upper floor.


It is Sunday and morning service is due but there is a lethargy to the town.

The people are milling about now but the acolyte has cleaned up the blood. The bells ring for worship service... Funnily you can't recall hearing bells earlier, but they should have been rung.


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! |

Also the thieve's tools, if at all possible,


You want me to hand wave it? Sherriff offered you a few drinks before you head up. The implication was he'd help you then


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! |

Sorry. I totally missed the Sheriff's wink in your post. No hand waving requested.

Emmett gets up from the dirt and looks to the Sheriff. Well, he said no yesterday, and was pretty clear...

He wipes the dirt off his knees and says to his companions: "Just wait a bit for me. and walks over to the Sheriff: "Sorry for not having the drink yesterday Sheriff. Truth is, I was in no mood... Look, there's no two ways about it: I need a set of picking tools, or a great ram with six constables to ram it in that stubborn door! I 'm sorry about being a pest about it, but we need to get through that door. I need your help Sheriff." he gruffs with a stern voice.


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

Jaru is unfazed by yet another strange event and makes for the church to speak with the crotchety old priest he's begun to resemble in behavior. He'd forgotten what day it was honestly and grumbles about further delays. He's certainly not himself though and perhaps the ceremony will ground him. He sighs to himself resignedly as he approaches.


Well I was hoping not to do it in the damn street Emmett. Things may have been different in Carrion Hill but I know not to advertise. Nonetheless, swing by my office in a bit and I'll give them to you - loaners mind you.

Consider yourself to have one set of picks

I'd love to go through the RP but in the interests of speeding things up... Jaru and anyone else who wants attends church, a staple activity in the villages of Ustalav - (most of the village will be in attendance) and receive a powerful sermon from Father Grimburrow himself. Its worth a stability point if you feel your character would be inspired by such.

Jaru + one other - (I am assuming Emmett) then get a private audience and a lesser restoration each. Jaru 1d4 ⇒ 3, other visitor 1d4 ⇒ 3 stability. Probably best if Jaru records what he reports to Grimburrow but we are ready to move on back to the Prison if you wish


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

Feeling grounded by the ceremony and healing, Jaru speaks briefly with Father Grimburrow afterwards. "It is as we feared, the cultists have freed the malevolent spirits of the prison. The were held back all this time by the warden's ghost trapped with them, but the Whispering Way has murdered the professor and somehow done away with the warden's presence."

"Verorianna remains. We spoke with her. She is the only thing between the town and the spirit and she is weakening fast. We must work quickly to destroy the five most vicious haunts. We found five artifacts tied to them. Do you think they may be used against them?"


Inactive

Elidal is puzzled by the odd occurrences with the church bells, but since the morning services seem to proceed as usual, she thinks little else of it. Though she does find the sermon powerful and inspiring in its own right, she also finds some degree of comfort in the routine of attendance - were she not here, she would likely be doing the same back in Vigil.


Good Question

Father Grimburrow smiles.

Our Lady is the Goddess of Prophecy though Her hand is rarely seen these dark days. I remember you asked me to ask if these were tied to the ones responsible before. I will ask now if they can be used as weapons.

He fetches the divination components and prays over them.

Oh Lady of Graves, Midwife of Prophecy, Judge of our souls... can these items, the items that were the property of the spirits which are disquietened in Harrowstone be used as weapons against them.

He pauses for a long moment in the attitude of listening and then smiles.

That was a pretty emphatic 'Yes' Father Toth.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll
GM Helaman wrote:
That was a pretty emphatic 'Yes' Father Toth.

The Garundi grimaces, "Nothing more specific? Perhaps destroying them in the spirits' presence or turning the objects against them? Prophecy has little use for details, I suppose.


Its the limits of my reach - I can get a 'Yes' or 'No' or I just get silence, which generally means, for me, that there is no answer available.

One day maybe you to will be blessed with the gift of Augury - its not what most people think.


Moving back to the prison?.


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 moves stiffly through the rows of faithful, nodding left and right to each. He notices his wife Ednea with their son and their daughter. They took their seat in their usual corner. For a moment, he hesitates and starts to follow Jaru. He cane feel the curious looks of his neighbours. He sighs as he speaks a few apologies to his new companions and returns to sit with his family.

What can She do for me? I'm not dead... he thinks as Father Grimburrow moves to the pulpit, but the man's words touch him deeply and provide him with comfort and... faith!

Funny... I've never really put much faith in the Cult. But now, as the prison is about to unleash its madness... I guess faith is not lost in the void! Oh how I need her now, how I feel empty and in need of sustenance!

Later, he follows Jaru, but doesn't say much, feeling humbled by the man's resolve.

He comes out renewed and refreshed; his stiff husk moving with assurance.

"Let's put some soul to rest." he whispers to Jaru.


SHEET

Father Toth, perhaps I can be of assistance. I overheard you conversing with Emmett regarding the items found. I once took lessons of a spiritual nature from a Prof. Terturia who spoke about the connection that souls have to their belongings...

I completely made that up, but perhaps a Knowledge roll to see how we could use the items?


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

Knowledge may work. If Grimmy has an augury left maybe we an ask if destroying the artifacts will damage the ghosts.


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

Bored to tears by the religous platitudes filling Grimburrow's sermon, Simeon is much to worldly to take any solace from the , to others it seems, uplifting speech.

Just to recap, we didn't rest enough to gain back our Stability loss from our encounter with Vesorianna. If you lost a point from the dream, you're shaken?


Posted above. No effect until you lose stability, then you are shaken. After the encounter (and some time to recover) you are no longer shaken. So heading back? You are fine until your next stability loss


Nalun Phlithmira wrote:

Father Toth, perhaps I can be of assistance. I overheard you conversing with Emmett regarding the items found. I once took lessons of a spiritual nature from a Prof. Terturia who spoke about the connection that souls have to their belongings...

I completely made that up, but perhaps a Knowledge roll to see how we could use the items?

lost a largish post painstakingly written on an iPhone with links etc :( basically augury is very basic, specific to 30 mins into the future and weal/woe as an answer. I am stretching the 30 mins on the items origin / use for plot reasons but you won't get more than that - augury is a pretty poxy spell. No wonder people still use harrowing. I do love the flavour Nalun. Keep it up

Ha! That blow hard? I thought he was dead, says Grimburrow with a smile. That pretty theory of his is still being taught? He may not be entirely wrong though. It is very much down to the intensity of connection the soul had to the specific object. Knowing what I do about wizards and such that spell book there would likely count. The axe? The Loppers favoured weapon... It seems likely. I can't speak for the rest but the last augury and this one? I'd say it's the case with all five items.


Inactive

Since Father Grimburrow responded to Nalun, I'm writing this assuming that perhaps we're all talking to him after Jaru & Emmett pay him that private visit.

"Hmm...perhaps finding where each one's bones lie within the prison would make a difference? Even though their reach now expands beyond the prison walls, I would imagine that the locations where each one perished would be the tethering points, so to speak. Whatever we need to do with the items, the effect might be strongest at those points."


Yeah, lets make it inclusive - better for all

Possibly, says Father Grimburrow but don't get fixated on it - it could be anything.


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 stiffens: "Items you say. First time I hear of this. Can't say I like it. Sounds like destroying them might be the thing to do..?"


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 taps his chin "The items may or may not stand as important, but what is important is discovering what act will allow us to put these haunts to rest. It could be that destroying thier prized possession in their presence will put them rest...but..." he trails off, deep in thought.


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

Jaru shrugs, "I would tend to think so. Perhaps Vesorianna would know though I honestly do not wish to experience those visions again... I would bet if I were the type that the pipes are the stirge caller's and the holy symbols belong to the charlatan. We should keep them at hand anyway."


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'm not going back to see that ghost... I'm not!


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

Jaru gives Emmett a significant look as if reading his mind and the tall Garundi looks a little pale. "Well, we have work to do. Further delay will only make things worse and I shiver to think what other atrocities might be committed by whomever is possessed by the Splatterman..."


SHEET

Nalun notes the disdain that Grimburrow has for his former Professor I wonder if he thinks so lowly of all learned men?

Nalun listens to the Pharasmin priest as he speaks. We will bring the items with us when we next venture into the Harrowstone? I believe that some action research is required, do we know where the spirits are strongest?


Not yet


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll
Nalun Phlithmira wrote:
...do we know where the spirits are strongest?

"I would surmise in the dungeon where they died, but we will not know for sure until we investigate. Shall we?"

Onward! I have many, many rerolls to use ; )


Inactive

Sorry for the delay, crashed after I got home from work last night.

"Father Toth is right, we likely won't know until we return to the prison. If we don't find anything conclusive today, maybe we can do some further research once we return this evening?"


SHEET

This is all so fascinating. Imagine the research that I could publish... Could I prove several theories on the nature of spirits?


Harrowstone is as eery as you remember it.

You consult your map and see that this floor still has some unexplored areas and things to do.

Emmett is put to work on the heavy safe in the wardens office but with all his skill and a dedicated twenty or so minutes of cursing and muttering he concludes this is an excellent safe and will need a whole lot more skill than he has or a key to get it open. Or magic.

He then goes to work on the locked door nearby.

That also takes twenty minutes but time isn't really an issue - today is the first day that you really have to dedicate to the prison, uninterrupted by expectations of legal or funerary commitments. In this case he beats the lock - a good one. Probably worth about 10gp in and of itself - IF one had the key.

The door opens to reveal a room crammed with bric a brack.

Wooden shelves hold dusty folded blankets and prison smocks (presumably to be issued to the prisoners), small wrapped bundles with labels on them - opening some of them reveal cheap personal effects, and what looks like fabric and leather working tools - these tools could be gathered together and sold for a bit of money, maybe 20 or 30 gold coins.

Although much of the remaining property is junk, a few items remain that may be of interest, a fancy bronze and silver war medallion from the Shining Crusade (worth 40 gp), an unframed Taldan painting of Stavian I (worth 100 gp), a set of a noblewoman’s silver hair clips (worth 35 gp), a masterwork punching dagger, an elegant ebony walking cane that proves to be a dagger-cane (the head of the stick can be detached, very similar to a sword cane) worth around 70gp, a masterwork silver war razor, and a wand.

If one needed a set amount of jewerly etc to pass as a noble etc then the cane would form part of that value

The searching of the room has taken about half an hour but this represents the first real treasure you've uncovered! While you aren't fighting the good fight for money, it would be helpful to finally have some more gold on hand.

Consulting your map again you note that the east wing is not really explored. You noted the burned room with the shaft to the prison below in it but did not go in to search it and there is a section beyond that room as well that you have not seen. It seems to match up with the blank space beyond the infirmary.

You also have the stairs going up.


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

The priest looks over the objects with little interest allowing the others to make use of them if they wish. "I think maybe we should have a look through the upper story before we descend into the depths of the prison. I am hoping we may find something else of use before confronting the ghosts directly."


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
Nalun Phlithmira wrote:
This is all so fascinating. Imagine the research that I could publish... Could I prove several theories on the nature of spirits?

Simeon sneers at the former student's presumption , "Try surviving first, boy, before dreaming of producing a publishable work!"

Back at Harrowstone, Simeon watches carefully as Emmett works on the safe, then as the man rises stiffly, Simeon smirks at his back then contemplates the safe for a moment before following the soldier to the locked door.

Upon finding the wand, Simeon snatches it up and begins a detailed examination.

Spellcraft: 1d20 + 7 ⇒ (2) + 7 = 9
Knowledge(Arcana): 1d20 + 11 ⇒ (4) + 11 = 15


Simeon is unable to identify it.

Journal entry? :)


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 nods pensively at Toth's suggestion, aquiescing with the priest.


With Elidal and Emmett leading the way up the stairs you enter the upper level...

The air above is not as you'd expect it - reasonably fresh rather than musty or heavy with the smell of charred wood. Evidently the deterioration of the building has let air in. The the ceilings and the walls themselves are heavily coated in a black substance that could be soot. The floors are made of stout wood but it still creaks as the two warriors fan out after reaching the top stairs. Care would be a good idea lest one find a weak patch of flooring by ill chance.

Emmett turns left after exiting the stairs.

It seems the space before him is a guard station, given that is blocked from bulk of the rooms and area above by an arc of iron bars. Within sits an old wooden table and a few chairs. Based on his experience and the construction of the doors Emmett can see? He's guessing this area is devoted to cell blocks.

Elidal turns right after exiting the stairs.

Wooden benches once lined this large hall, but several are now stacked in a jumble and others are overturned in disarray. Weakened by fire, the entire east wall has collapsed away, creating an unintended entryway to a wooden deck beyond. Daylight, that of late morning, filters into the room. There are stains and groups of dried and semi dried filth on the floors.

The view of the lake beyond, miles away, would be beautiful if the silence were not so eerie.

I strongly recommend viewing the Roll20 map site as there are different directional choices and exploration approaches you could make


SHEET
Simeon Plavini wrote:


Simeon sneers at the former student's presumption , "Try surviving first, boy, before dreaming of producing a publishable work!"

Nalun blinks at the senior Professor. I..yes. He really hadn't thought about that much. Now that he had, he didn't really want to...

Nalun follows the group, dotting notes and sketching a rough map in his tablet. Emmett's action with the safe causes him to raise an eyebrow I thought he was a watchman?


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

"The east looks unstable with all the damage there. Let us begin in the southwestern part of the building again." Jaru opines indicating the southern door to his right of the guard station.


The door is locked but truth be told the locks aren't as great as the one on the storage room down stairs. It takes the ex-watchman about the same time as the other locks but without as much cursing.

Although this cell is rather spacious, it contains no concessions to comfort. A skeletal body dressed in the rotting remains of a prisoner’s robe lies slumped against the eastern wall, wrapped in numerous chains on which are affixed numerous weights emblazoned with several different holy symbols.


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

Jaru's eyes grow wide as his hand goes to his own sacred symbol. "The Charlatan? I had expected the convicts below, not here. Quick Simeon, get out his relic and let us see what effect it may have."


SHEET

Nalun quickly begins drawing a sketch and writing down what comes to his mind Weighed down by his faith, the wraith...lack of faith? wrapped in his false faith? Symbol, faith to fill a thimble,


Inactive

Upon seeing the skeleton and its 'adornments', Elidal whispers her own prayer to the Inheritor. As she waits for Simeon to produce the jumble of holy symbols that likely belonged to the man in life, she tries to see if she can make out which holy symbols are present on the chains - without getting too close to the skeleton itself.


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! |

How strange... Only remains, yet we fear! A dark force imbue this lifeless shell still... muses Emmett as he remembers some passages from Pharasmin gospels.

He braces himself as the relic is being produced.


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 pulls the bunch of religious symbols from his pocket, holding them by his side ,eyes surveying the Charlatan's last abode.

His fingers dance a little in nervousness, causing the symbols to jingle a little, the noise startling in the stillness of the cell.

"Our researches indicate that haunts can be put to rest, by performing some act of significance....such as destroying the house of a fire victim. he says quietly, looking down a the collection of symbols in his hand.


There is no reaction, visible or supernatural when the symbols are produced.


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

Jaru frowns. "I know his ghost is active and surely it has some connection to these remains." He peers around carefully while releasing a blast of counterclockwise swirling ethereal bone shards.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24

Channel vs undead: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4 Will DC 13 for 1/2

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