The Carrion Crown (E7 goodness with House Rules frosting)

Game Master Helaman

Ob Portal site | Roll20 Site | Moonday, 13th of Gozran, 4714
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With a 20 you get through the window with no worries at all but the gnome is nowhere to be seen


The last remaining abomination, nursing a crossbow wound, stops encouraging the others to attack and leaps down between the vats.

Those remaining back up and raise their hands and cringe.


The combat is, more or less, over - those visible are not providing any more resistance and nurse wounds

The room reeks of chemicals as large massive vats of ammonia and other compounds take up the the bulk of the room below and appear to extend even deeper to a basement level.

The room that most of the party entered as much an abattoir as a bedchamber, this room contains not only a four-poster bed, but also numerous workbenches and alchemical gear. The walls are lined with shelves and strangelooking objects in jars of liquid. Bits of rags litter the floor, and the air is heavy with the stench of spoiled food mixed with acrid chemicals. This room is part alchemy lab, part slaughterhouse,
and part bedroom. The many jars about the room contain alchemically preserved body parts from a variety of creatures. One bell jar full of liquid contains a small gold key at the bottom.


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 curses, but does not stop. He crouches to the ground and looks for signs of the gnome's passage. Remembering the fight, he also looks upward at the wall.

1d20 + 5 ⇒ (5) + 5 = 10


Nothing.


SHEET

Nalun attempts to speak with the "abominations" he wonders if they understand Taldane, or can speak the language.

Do you understand me? he asks them.


Aye Master, don't hurt us!, they wail, a warbling chorus of discordant voices.

Nalun and Simeon recall tales of creatures such as this, a mismatch of parts - Mongrelmen, but rumours have them as peaceable and shy folk.


SHEET

Nalun holds up his hands placatingly It's ok, we won't hurt you. Who was the Gnome that ordered you to attack us?


That was Master Grines - mercy, have mercy on us.


SHEET

Ok then. Well, lets hope he doesn't decide to have the Watch summoned. Nalun says, looking in Emmett's direction


Inactive

We may not have a lot of time then if Grine has fled. As Nalun has said, he may be summoning the watch this very moment.

"We don't want to hurt anyone else," Elidal says quietly. "All we want to know is what goes on here in this factory. What sort of work are you put to?"

Diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16


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

Muttering under his breath, as he realized that his protective spell was wasted, the melee having ceased.

Walking out onto the walkway, he peers at the strange men, "Mongrelmen? Fascinating....

"Indeed...all you can relate to us on the activities of your Masters. We know they are an unsavory lot , but details ...." Simeon says, his voice trailing off as he notices the gold key.

Diplomacy, Aid Another: 1d20 + 2 ⇒ (9) + 2 = 11

He eyes the gold key within its seemingly innocent prison, then casts about the lab/abbatoir/bedroom for someking of straining device.

Perception: 1d20 + 1 ⇒ (11) + 1 = 12


Simeon can't see any straining device.

The creatures continue to grovel.

We work the vats, we decant the admixtures - we do what we are told and keep silent.


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

The Pharasmin looks disgusted by the large assortment of uninterred body parts. He casts detect magic to have a look around and then focuses on the conversation.

"Well, you will no longer have to fear Masters Grines and Vorstag. You should not remain silent any longer. With your help, they will be properly judged either in the court or in the Boneyard. If it is so Fated."

diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27

"Where is Vorstag anyway? and what lies in the basement?"


SHEET

Where do you come from? Nalun asks...he fears he knows the answer he thinks Surely its a crime to create such monstrosities...perhaps they have not gone for the watch.


Inactive

"That was going to be my next question," Elidal nods as Jaru inquires about Vorstag's whereabouts. She pauses for a moment to allow the mongrelmen to answer the second round of questions being thrown at them before she continues. "Where in this place would either of your Masters keep their documents, ledgers, correspondence? In their bedrooms or perhaps an office of some kind?"


We were in the deep place... the safe place - then they came. They killed out leader, took his skin and body and bought us here in great secrecy. I think we were under the mountains but we cannot tell and now, now we have no way to return. Men are cruel here - we will be attacked as monsters and we have no where to turn to for safety or respite now that the Masters are gone.

Vorstag is gone - he wears many faces. You will understand if you look well enough.

The basement? We only go there when we are permitted. It is the place of the dead and the still ones will not tolerate any who enter without one of the Masters. We can show you the door but we will not enter.

We know nothing of documents or ledgers. We are workers here only.


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 gazes at the gold key, cursing his lack of foresight in his spell selection that day when the mongrelman's response catches his attention.

His gaze intense he advances into the conversation, "What did you mean he took his skin....wears many faces, where does he keep these faces you speak of?"

At the same time he wracks his brain for any recollections of this kind of behavior

Knowledge (arcana): 1d20 + 14 ⇒ (9) + 14 = 23


It could be many things - could be a shapeshifter or maybe even a doppelgänger ... Or something else altogether.

Anyone with know: Nature?


Inactive

Oh derp, Elidal has Kn. Nature as does Nalun.

"A skinstealer?" Elidal's brow furrows as she tries to recall if she's heard of such a creature before.

Kn. Nature: 1d20 + 6 ⇒ (4) + 6 = 10

However, she shakes her head when nothing comes to her. "I have no idea," she shrugs. "Maybe Simeon or Nalun might?"


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 studies the unnatural not the natual.

Simeon shrugs as Elidal's suggestion, "It doesn't quite fit the description of some of the creature's i've studied..." then turns back to the monrelman speaker for an answer to his earlier question.


We ask no questions - we just know that he takes other forms including that of our old leader - maybe his chambers..., they say pointing up to the walk way where the party were but next to the room the party entered from.


SHEET

Knowledge: 1d20 ⇒ 18

Kn:Modifiers:
Knowledge (arcana) 8, Knowledge (dungeoneering) 8, Knowledge (engineering) 8, Knowledge (geography) 8, Knowledge (history) 8, Knowledge (local) 9, Knowledge (nature) 8, Knowledge (nobility) 8, Knowledge (planes) 8, Knowledge (religion) 16

Nalun thinks he knows what the beast man is talking about....he once read a book.

The Basement, I'm sure that the worst of this place lay there.


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

"I would guess so as well, Nalun. Let's first take a look at the leader's room though,I think it most likely that we will find evidence there, If it is so Fated."


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 takes a short moment to look back inside through the window: "He fled, it seems... I'm staying outside for now. I can't say I like the idea of him running around free. Maybe he'll have to come back. I'll be ready for him..."

He then tries to find a position where he can watch without being too easily noticeable, perhaps the courtyard?


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 nods at Jaru's comment, "Yes, the basement is intruiging, but the chambers of Master Vortag take precendence." he says, rubbing his hands in anticipation.

He leads the others up the ladder to stand before the doorway. After waiting a moment he tries to open the door...


Inactive

"What about them?" Elidal inquires, nodding at the mongrelmen. As she does, she narrows her eyes slightly and gives the creatures a searching look.

Activate Detect Evil.


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll
Elidal Zemiel wrote:
"What about them?"

Jaru shakes his head. "I do not know if their route home remains open. I certainly do not think that they will be accepted here anyway. We may require them as witnesses. In that case, perhaps we can arrange with the city officials to provide safe transport to some place that they may safely dwell. Should it be so fated, of course."


No Evil. For Emmett - you'd need to access the courtyard from the inside... currently you are on the street

The Vats / Main floor
This chamber occupies a whole side of the building, from the cellar level below up to the roof high above. Seven iron vats, each ten feet across, occupy the majority of the room. Furnaces fuel the vats at cellar level, while at the ground floor level a series of planks have been laid across the vats to allow passage to a ladder that leads to an iron walkway on the level above. Two ladders also allow access from the planks to the floor below.

The air in the chamber is cloying and acidic.

The Mongrel men point out Vorstagg's room.

This room appears to be the study of a scholar. A roll-top desk with a leather chair stands against one wall, holding a variety of alchemical equipment and surrounded by hundreds of books piled on every available surface. A narrow cot is crushed into one corner behind a wall of books. A door stands in the north wall.

A combination alchemy lab, library, and bedchamber, this room is almost fastidiously clean except for the heaps of books everywhere. A large bell jar atop the desk contains the alchemically preserved head and shoulders of a human man.

The other door in this is secured by a complicated and advanced looking lock.


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 mutters a curse and decides to step back in the factory. The thrill of battle having receded, pain resumes its place of power in the old watchman's world and he takes his time getting back through the window, wondering how he managed to jump without breaking his neck.

Once inside, he hides to look through the windows, watching for signs of the gnome.

Stealth - ACP: 1d20 + 9 - 5 ⇒ (15) + 9 - 5 = 19
Perception: 1d20 + 8 ⇒ (5) + 8 = 13


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

Jaru's lips curl with disgust at the accouterments revealed within the room, but steels himself and casting a spell scans it again. detect magic

He calls for Emmett: "Emmett, there is a locked door here that requires your attention. I don't think the villian will return unless he brings authorities to foil our investigation. Time is of the essence!"


Nothing so far Emmett


Jaru detects and is able to home in a potion bottle containing a clear viscous syrup.


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! |

"All right then, I'm coming." grunts Emmett and suffers himself up the stairs to look at the lock.

"Ok, leave me some space. Might be that gnome put a trap on it. That sounds like him actually..."

Perception for traps: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Disable Device: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14


There are no traps but this lock is beyond your abilities. It would need a master locksmith, magic or the key, to get past the lock itself.


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

spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13

Jaru inspects the syrup while Emmett works. Simeon, can you identify this?"

"Oh, the gold key. Can't we just break the bottle and get it out? Perhaps the workers know how it was retrieved."


The key was in the other room room - which you have not done a through search of yet... but in the interests of time: Under the bed of the room that had the gnome in it (not the one you are in at the moment which has the potion in it, there is a locked box...


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 sidles around the room, examining book spines, occasionally muttering over a paritcularly interesing volumen.

As Jaru's request, he tears himself away from his review and take the bottle...

Spellcraft: 1d20 + 9 ⇒ (15) + 9 = 24

He then considers the and key in the bottle "Is suspect the fluid in that bottle is acid, it would not harm the gold key, but would be appropriate given the owner's occupation. I would advise caution in handling it."

He then contemplates the door after Emmett's failure to open it, "Here , I have an enchantment that may allow us entry..."

He begins an intricate series of gestures, accompanied by a few gutteral syllables of arcane power. He ends with his hand held up in a common position of knocking on a door....a couple of pantomime 'raps' and the spell is complete.

Knock, caster level check vs DC of lock, +10: 1d20 + 4 + 10 ⇒ (15) + 4 + 10 = 29


The library you are examining would easily be worth 500 gold to a university or a dedicated collector in medical or anatomical texts.

The DC is stupid high in the texts I'm lowering it some

The lock clicks but doesn't open... is may have moved some vital things around... giving another opportunity for Emmett to try with a +5 to his attempt. He can take 20 if he wishes to open the door.

The key in the fluid filled flask does look like its around the same size as the lock on the lock box on the under the bed in the Grines room.


SHEET

Nalun will inspire competence on Emmett when he attempts to unlock the Door.

Alot of posts yesterday afternoon-this morning


Yeah - the combat bogged me down. Investigation is where this group really shines


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! |

Taking 20.

Emmett whistles at Simeon's prowess: "Just like that eh?! But it didn't do the trick it seems. I'll be damned if I didn't hear it click though. Clear as water I did. Let me take another go at it... Ok, move back, and go find something else to do. This may take a while..."


The door comes open.

Beyond the locked door, a tiny room holds a single object — a large oak cabinet.
The cabinet contains nearly a score of flayed skins — Male and female alike Most importantly, hanging at the front is a grotesque, deformed skin of a 8-foot-tall mongrelman, made up of flesh, fur, and scales and covered with fungal boils and hideous puss-filled eruptions — and which bears bite marks on its shoulder... bite marks that look like they have been made by a crocodile or similar.


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

Simeon likely IDed the bottle, no?


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 ignores Emmett's advice to leave, as always curious about the older man's process of defeating the tumblers and devices of the locks he picks.

Holding his hands behind his back, he watches, nodding at the single minded purpose Emmett displays during his task.

When the door opens to reveal the cabinet, Simeon frowns then steps around the crouched Emmett and approaches the cabinet.

Pulling the doors open, he lets out a long breath, reaching out and gently running his hand along the skins hung there.

Occasionally, he will stop and feel the skin between two fingers then move on.

Coming to the large mongrelman skin, he pulls it out to see better, "There see," he says pointing, "The shoulder...could be we've found our Marsh monster. Remember that man said the Beast had been bitten on the shoulder, but our Beast has no such wound. This could very easily been mistaken for our Beast by those ignorant peasants. "


Potion of invisibility


Pharasmin Clr 5 AC:18; hp: 36/38; Saves: fort +6 ref +3 will +7; 1 reroll
Simeon Plavini wrote:
"There see," he says pointing, "The shoulder...could be we've found our Marsh monster. Remember that man said the Beast had been bitten on the shoulder, but our Beast has no such wound. This could very easily been mistaken for our Beast by those ignorant peasants. "

The tall priest watching over Simeon's shoulder nods excitedly. "Yes! Surely this is the hard evidence that we needed. Let's take it and the other remains. Whatever Grine was planning on doing with them, we have stopped him and there may be people looking for the former owners."


Inactive

"Well, I suppose that answers one question and the things we've discovered here partially answer another...seems our two 'friends' were in the bodysnatching business, which would explain their activities around Morast."

She frowns as they continue to dig through some of the books and papers. "Still no concrete connection to Dr. Brada though or Herstag. Or what role the Beast plays in all of this besides 'convenient scapegoat'. Perhaps there's still more to find?"


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

"By the Accused's own testimony, he was at Herstag. We will hopefully find out more tomorrow, but I don't think we can connect that to these two blasphemers."

"As for evidence of a connection to Brada, They at least sold or traded him their product. Perhaps there is something else here. We could start with the lock box. Just pour out the key and let's get to it. Be careful though, I do not doubt it is immersed in acid or poison or something of the like."


Can you guys give me perception rolls? Sorry can't do it manually atm

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