Thod runs Carrion Crown - The Haunting of Harrowstone

Game Master Thod

Carrion Crown Part I
Current Trust level: 37 - Admired
Current XP: 5137


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Grand Lodge

Whisper in Wrens Head:

Come, come - we have all the time we want. We won't hurt you and we won't run away no matter how many questions you ask. Just come, come to us.
You are welcome here!


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

Wren wonders if these whispers are different than the random birdcalls, trills, and random peckery that she often hears in her head.

Coming! We'll have so much to discuss!

Grand Lodge

Aldous

There are no stairs to the Eastern balcony. Maybe there once have been some - but they would have been where part of the balcony has crumbled into the pond.

The south side looks difficult to climp up without a grappling hook. The east wall is overgrown with Ivy. A decent climber (DC10) could easily get up here.

Aldous - you might want to wait with this for a moment

Grand Lodge

Wren the FeatherMage wrote:


Coming! We'll have so much to discuss!

Wren follows the whisper.

When she takes a step over the door step she can see a mouth appearing in one of the doors.

Whisper Door:

Ask your questions if you like.

Picture here

Others - if you post ahead of Wren, then let me know if you joined her in time. No worries - I'm not killing her off. The whisper promised her not to hurt her.
Wren you have the surprise round to act. The mouth looks harmless. Picture online now - link is above.


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

I followed the whisper? I guess so! I thought I was waiting for the Planchette...but if I can talk to them without it, Wren will try. It'll be funny to see her feathers bleach white with fear. I didn't need my useless soul anyway.

Wren enters and begins to prattle. Like a chicken digging for grubs, Wren tries to scratch the surface of undeath looking for worms of insight into the source of the whispers.

Who are you? How long have you been here? How can I help you find peace?

Edit: In case they name themselves: know (local): 1d20 + 11 ⇒ (10) + 11 = 21.

Grand Lodge

Wren - not sure it was ever discussed who has the Planchette. Should be fine if you have it. The group probably should have taken it with you and I assume whoever was carrying it would have handed it over to you - even if they just tried to shut you up by no longer asking for it.

Next picture

The mouth transforms into a face. "You have many questions my dear. Where to start. I hope you have enough time to get them answered all."


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

Thod: Your pics blow me away. That you have an actual 'lips' door and then a full face door is amazing.

Grand Lodge

Wren the FeatherMage wrote:
Thod: Your pics blow me away. That you have an actual 'lips' door and then a full face door is amazing.

Kevin didn't wanted to come in. I think I spooked him. Would be a shame not to use them.

Haunted Foyer

Streaks of mold stain the walls of this foyer, and the floor below is a thick, gray carpet of fungal growth. Sturdy wooden doors beckon from every wall.

Grand Lodge

All

You suddenly hear the noise of several doors banging shut. The noise comes from inside Harrowstone - just past the entrance.

Picture Screaming Face doors

The oaken doors on the walls here, unlike all other doors on the upper floors of Harrowstone, are quite sturdy—this is because they are infused with the structure’s unholy haunting presence. One round after Wren enters the room the faces on the doors turn into badly-burnt faces of shrieking criminals who try to escape all of the doors before causing each door to slam violently shut.

Wren

Too late do you recognize the face and the door as what it is - multiple Slamming Portal Haunts.

"Deary - now you are imprisoned with us here. Start ask your questions. We told you - we have as much time as we like to listen to them. And if you are nice to us we might even answer some of them.

An evil laughter can be heard emanating from the doors

I will now wait a little bit longer for everyone to have time to act. I don't think we need anything like initiative as there is no fight. Actually - as the haunts have told Wren - you have A LOT of time now. Death by Thirst or Starvation is SLOW.


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

Wren does what she does...prattle, chirp, and opine. She gossips. She inquires and suggests. She digs and whines.

Of course, she is more than mildly unsettled by all this, but that fear just makes her more chirpy. She gets more chit-chatty when scared...and this ain't good.

"Who are you?"
"How long have you been here?"
"How can I help you find peace?"

Wren will continue to prattle and prattle and prattle...at least she has active listeners, something she has always liked.

Grand Lodge

Wren the FeatherMage wrote:
Thod: Your pics blow me away. That you have an actual 'lips' door and then a full face door is amazing.

I guess when you wrote this, you didn't expect the third pair of doors :)

The doors seem not to react to Wrens chit-chat and prattle. They seem content to have lured her here. They will have so much time chatting with her once her soul has left her body and once she had joined them all.
The doors just stay closed.


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

Wren continues to prattle and ask each door rhetorical and non-rhetorical questions as she walks nervously around.

Wren will have more actions later, but right now is too frightened to do anything useful outside of talk to doors, probing and baiting them with questions and insinuations.


Male 'Human' Summoner (Unchained) 1 (HP 10/10) (AC 10/10/10) (CMD 10) (Fort +2, Ref +0, Will +2) (Init +2) (Perception +6)

Aldous shrugs when Wren enters the building, and the door slams shut with a loud boom.

Well, at least she will be quiet, now...

Together with his companion, he attempts to climb the ivy-covered wall to the Eastern balcony...

Climb(Aldous): 1d20 - 2 ⇒ (6) - 2 = 4.
Climb(Aldous): 1d20 - 2 ⇒ (14) - 2 = 12.

Climb(Hastur): 1d20 + 3 ⇒ (5) + 3 = 8.
Climb(Hastur): 1d20 + 3 ⇒ (9) + 3 = 12.

After a pair of false starts, during which they have trouble finding appropriate hand-holds, the two of them eventually make it to the balcony...

EDIT: From Aldous' perspective, Wren has done nothing to prove she is more useful than the average peasant on the street, and the average peasant on the street is far less annoying. Moreover, Aldous is extremely methodical, and refuses to leave anything unexplored behind him...

...That, and neither Aldous nor Hastur really have any way to get through what I presume is an iron-bound door...? (After all, it was Ustalav's maximum security prison, so I doubt the doors will be push-overs...)


"Wren! Can You hear me?" Kevin drops his pack and unties the crowbar from the side. "Listen up ...uh doors. If you don't let my friend go right now, I will do my best to turn you into tooth picks and give you to a tribe of goblins with bad gingivitis!" Kevin rams the crowbar between the door and the frame and begins to pry.

Strength Check: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8


Female Human (Mixed race) Hedge Witch 5 (favoured class)
Kevin Darlok wrote:
Who knows, maybe she can drive them out by sheer irratation.

+1

Andra frowns as the gossiping Mage enters the building alone and heads off to make sure she isn't alone.

"The God's only know what trouble she might get into on her own." she comments to noone in particular as she enters the building just in time to see the doors slam behind Wren.

"See..she's in trouble already..and sweet Shelyn she's still prattling on...".

She watches Kevins feeble attempt on the door..

"Is that really the best you can do..put some back into it man"


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Gone for a day of work and I come back to 53 posts... sigh. Poor Wren.

Galadan shakes his head at Wren's silliness, but decides to help Kevin, his heavy mace still in hand.

"Stand aside, Kevin, but keep prying if you're able. I'll see what I can do to shatter this door into splinters."

Taking up his mace in both hands, he slams into the door. 1d20 + 3 ⇒ (2) + 3 = 5 1d8 + 3 ⇒ (8) + 3 = 11

And apparently I am doomed to roll less than 10 ninety percent of the time. Thinking positively, this bad luck can't run forever.


Male 'Human' Summoner (Unchained) 1 (HP 10/10) (AC 10/10/10) (CMD 10) (Fort +2, Ref +0, Will +2) (Init +2) (Perception +6)

Well, it *was* post 666 of this thread...


Andrea wrote:
"Is that really the best you can do..put some back into it man"

Kevin cast a exasperated glance over his shoulder at Andrea, then turns back to the task at hand.

Strength Check: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20


Female Human (Mixed race) Hedge Witch 5 (favoured class)

"See I knew you could do it if you tried.."


Female Changeling Oracle (Life) 4
Character Information:
[HP: 27/27]; [Armor Class: 21; Touch: 12; Flat Footed: 19]; [BAB: +3; CMB: +3; CMD: 15]; [Saves: Fortitude: +4*; Reflex: +4*; Will: +6* (+2 v. death effects)]; [Initiative: +2]; [Perception: +1]

Not sure if this will work
Seeing the closed door ahead of her Cassandra begins to concentrate as a nimbus of light surrounds her body, slowly the light begins to work its way inward, transforming the young girl's body into a form of pure energy. After the transformation is complete, Cassandra will attempt to pass through the doors to reach Wren.

If not, she will expend a channel doing 1d6 ⇒ 2 DC:14 will save for half damage


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

Wren will answer questions if she can hear you (and I think she can). She will describe the doors and voices as best she can to the party outside.

"Galadan, do any of you know the spell that hurts the undead, disrupting their connection to this world? Would you mind trying it on the door?"

Sadly, the necromatic arts are difficult for me to master.

I have options for Wren, but we'll need Thod back to resolve the above before pursuing them.


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan frowns, but nods (if he can hear Wren).

He backs away from the door and targets it with a disrupt undead spell.

1d20 + 1 ⇒ (19) + 1 = 20 1d6 ⇒ 5

I hope that's effective. I could use that nice roll on a mace attack if disrupt undead doesnt work.


Male 'Human' Summoner (Unchained) 1 (HP 10/10) (AC 10/10/10) (CMD 10) (Fort +2, Ref +0, Will +2) (Init +2) (Perception +6)

Food for thought: Maybe in the future, you should keep a Detect Undead running at all times, so that we are more likely to notice haunts before they manifest?


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage
Aldous Preklikin wrote:
Food for thought: Maybe in the future, you should keep a Detect Undead running at all times, so that we are more likely to notice haunts before they manifest?

Not sure how to do that with a spell that is 1/minute level. Then again, though I'm trapped in a place of sadness, I don't fear the haunt as much as I do other things...like Hastur mistaking me a rat. Also, I think we need more research into these haunts and how to counter them. I hope disrupt undead or positive energy work.

Edit: Or just breaking down the door. Thanks Kevin!


Male 'Human' Summoner (Unchained) 1 (HP 10/10) (AC 10/10/10) (CMD 10) (Fort +2, Ref +0, Will +2) (Init +2) (Perception +6)

Point taken. For some reason, I thought it was a 0-level spell. I retract my last post.

Also, Wren is clearly a bird, not a rat ;-)

Grand Lodge

Cassandra Blackmoore wrote:

Don't you know the three basic rules of horror films?

1) Never go off alone
2) Never say "I'll be right back."
3) Never engage in pre-marital sex.
Otherwise you're a goner.

4) no matter how clever you think you are - it will still get you


BTW I'm not talking about Wren here. She is just distraction - literally.

Aldous, Hastur can you please make a will save each.

Grand Lodge

Cassandra Blackmoore wrote:

Not sure if this will work

Seeing the closed door ahead of her Cassandra begins to concentrate as a nimbus of light surrounds her body, slowly the light begins to work its way inward, transforming the young girl's body into a form of pure energy. After the transformation is complete, Cassandra will attempt to pass through the doors to reach Wren.

If not, she will expend a channel doing 1d6 DC:14 will save for half damage

You should be fine to reach her.


Need to look it up - still in bed - but I'm fine with it right now.


Male 'Human' Summoner (Unchained) 1 (HP 10/10) (AC 10/10/10) (CMD 10) (Fort +2, Ref +0, Will +2) (Init +2) (Perception +6)

Will (Hastur): 1d20 + 2 ⇒ (15) + 2 = 17.
Will (Aldous): 1d20 + 0 ⇒ (18) + 0 = 18.

Grand Lodge

Galadan Teresthin wrote:

Galadan frowns, but nods (if he can hear Wren).

He backs away from the door and targets it with a disrupt undead spell.

1d20+1 1d6

I hope that's effective. I could use that nice roll on a mace attack if disrupt undead doesnt work.

The door seems to moan and shake - but it is unaffected.

Galadan
The timing is important for this to work. I don't see this haunt as a persistent one. Just the effect lasts longer as it's appearance.

Knowledge Religion 15 to find out how long it likely lasts:

This is a very weak haunt. It keeps doors shut using Hold Portal. As such it has to reset often to keep them closed.

Cassandra
Inside you spot a white faced Wren - babbling in comprehensive. All doors look ordinary albeit closed tightly.

Grand Lodge

Aldous Preklikin wrote:

Will (Hastur): 1d20+2.

Will (Aldous): 1d20+0.

You are engulfed by a cloud of pollen. For a moment you feel sleepy but overcome this feeling immediately.

Initiative
Flower 1d20 + 1 ⇒ (6) + 1 = 7
Aldous  1d20 ⇒ 20
Hastur  1d20 + 1 ⇒ (2) + 1 = 3

Just remembered you are half elf. Well - doesn't matter ... Your save might have been automatic.

Grand Lodge

Xtabay attack

Thorns / Sting 1 1d6d20 ⇒ (16, 16, 5) = 37 Damage 1d3 - 1 ⇒ (2) - 1 = 1 Acid 1d2 ⇒ 2
Thorns / Sting 2 1d6d20 ⇒ (13, 5, 3, 8, 2, 6) = 37 Damage 1d3 - 1 ⇒ (2) - 1 = 1 Acid 1d2 ⇒ 1

First one on Aldous - unless you manage to get out of reach in you round - then both attacks on Hastur.

Edit: oops - mistype. Not sure I can correct that. Will take first roll - 16 and 13. Wasn't aware 1dd20 would cause that ...

Hastur will lose one claw attack as he will have to cling on. Acrobatics to jump off is fine as well. You are around 10 feet up for possible falling damage.


Male 'Human' Summoner (Unchained) 1 (HP 10/10) (AC 10/10/10) (CMD 10) (Fort +2, Ref +0, Will +2) (Init +2) (Perception +6)

Aldous gives a shout of surprise as he is suddenly assaulted by the shrubbery!

"What the devil is going on around here!"

However, he grimly retains his grip on the vines, and does his best to provide Hastur with what protection he can...

Cast Mage Armor defensively: 1d20 + 5 ⇒ (15) + 5 = 20 Vs DC 17.

Climb check (to remain in place after being hit): 1d20 - 2 ⇒ (17) - 2 = 15.

Even denied his Dex bonus to AC, with Mage Armor, Hastur should be able to avoid the hit directed at him...


? ?

For his part, Hastur attempts to turn the foliage that is attacking him and his Master into so much salad...

Claw: 1d20 + 5 ⇒ (15) + 5 = 20, for 1d6 + 3 ⇒ (2) + 3 = 5 damage.
Bite: 1d20 + 4 ⇒ (10) + 4 = 14, for 1d6 + 3 ⇒ (2) + 3 = 5 damage.


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan attempts to sense the spiritual energies holding the door closed again.

Knowledge (Religion) 1d20 + 5 ⇒ (16) + 5 = 21

"Wren, do not be afraid. These doors will not stay shut for much longer. The spirits use too much energy to keep it closed. They will tire soon."

Galadan retrieves a flask of holy water. Intoning the sacred words to banish the dead, he sprinkles it on the door.

I wasn't going to roll to hit with this, since its not really an attack, just a ceremonial ritual, but let me know if you want me to.


Kevin steps back from the door as Cassandra turns into light and passes through the door. "What in the blue blazes is going on around here?"

He continues to work on the door with his crowbar.

Strength: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

"The whispering you heard was a trap set by the vengeful spirits in this place. Wren has been trapped within by strange spirits eager to destroy her soul."


"Yeah, I got that part. I am talking about our Lady Cassandra turning into a puff of smoke and passing through walls! I just have to learn how to do that trick."


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

"Ah, that. That is a manifestation of her spiritual power."


Kevin looks at Galadan and shakes his head,"Ya can not swing a dead cat around here with out hitting someone with a spiritual power. Am I the only one here with out one?"

Strength:1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12


Male Elf (Current Health 25 / 28) Inquisitor of Pharasma 4 / Urban Ranger (Falconer) 1

Galadan exhibits what could be construed as a smile.

"It does seem like many have powers here. Your skills are in combat. Best to stick with what you know. As I'm sure you will be needed soon."

Grand Lodge

The holy water sprinkled on the door starts to hiss and boil. Visions of tormented prisoners appear in the door and seem in vain to try fleeing from the holy water.

With a sudden burst all five doors in the room in which Wren is imprisont swi g open.

Silence engulves - even Wren is quite for the shortest of moments.

Galadan: It seems you stumbled upon the right way of destruction for these pests.

80 XP each


Female Human (Mixed race) Hedge Witch 5 (favoured class)

"Well someone has to provide the muscle.." Andrea answers tartly.."Haven't you got that door open yet?"

As she speaks the doors swing wide.."Ah I knew you were capable" she says as she brushes past the Young fighter giving him a peck on the cheek in encouragement

Grand Lodge

Hastur rips and claws and bites. Ivy and flowers fall to the ground. The Xtabay seems unable to avoid the onslaught.

But before the plant goes down it manages to strike Aldous with one thorn deep in his side. Hastur avoids being hit thanks to the magic for es protecting him.

Damage on Aldous: 1 + 2 Acid = 3 HP

Damage on Xtabay ; 10 HP, plant dead

Perception checks for both of you please.

40 XP each


Male 'Human' Summoner (Unchained) 1 (HP 10/10) (AC 10/10/10) (CMD 10) (Fort +2, Ref +0, Will +2) (Init +2) (Perception +6)

Aldous winces in pain, as he feels acid from the thorn burrow deep into his side...

Perception (Hastur): 1d20 + 4 ⇒ (14) + 4 = 18.
Perception(Aldous): 1d20 + 0 ⇒ (4) + 0 = 4.


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

With the doors open, Wren thanks those who have helped to unlock them.

"These doors are nuisances, nothing more, but I appreciated that my time among them was brief. Thank you all."

Wren will remain mostly quiet, a bit off-kilter by the experience. She will talk to Galadan about this experience with the disrupt undead spell as well.

Wren will begin looking for rocks (they'll have to be small) and pieces of wood that she can put in the doorways to wedge them open as we decide on what to do next.

Grand Lodge

Below are some descriptions what you spot through the now open doors. Best to wait for Aldous/Hastur before you go exploring. But please get a consensus on direction.

Door to the west
A 50 feet long corridor - 10 feet wide. 4 narrow doors in the northern wall. Light shines in through a window in the south. Two more doors at the end of the corridor facing to the west.

Door to the North
A 50 feet long corridor to the North. 10 feet wide. There are two narrow doors to the west. A large door is at the end of the corridor. In the east wall are three doors. A narrow one in the north opposite a similar wall in the west wall and two wide doors their center 15 and 25 feet from the Southern door.

Northern door to the East
Auditorium 
A large room. 30 feet wide in the south with a wide door in the opposite wall and 60 feet long towards the north. The northern 25 feet are only 20 feet wide.

Several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a wall of iron bars.

Southern door to the East
A narrow room - probably used as office. 10 feet wide and 30 feet long it has a sturdy metal door in the opposite wall. Light comes in from a window in the South Wall and some overturned furniture indicate looting and decay.

Grand Lodge

Aldous/Hastur

East Balcony

The northern portion of this balcony has crumbled away into a pile of rubble amid the gently rippling waters of a dark pool of water. Ivy hangs down from the walls in thick, matted lengths, while dense tangles of vines decorated with deep red and violet flowers adorn the balcony's edges above. These flowers now hang in tatters.

The stairs that once led up to this balcony, originally used as a guard post, long ago crumbled into the pond. Access to the balcony requires a Climbing the 15-foot-high wall—the crumbled section of wall to the northeast leads to a furnace room on the ground floor. The Mess Hall on the second floor is accessible from the balcony, although reaching area from the balcony requires a DC 10 Jump or Acrobatics check to move across the crumbling ledges that connect the two areas. 

Amid the tangle of ivy against the east wall lies a gnome's skeleton—a long-dead would-be looter who fell victim to the xtabay years ago. Having sliced away a lot of the Ivy Hastur discovers his overgrown bones. Amid the bones and strips of rotten leather armor and rusted weapons lie the remnants of a leather pouch— along with 24 gp, 3 pp, and a single citrine worth 50 gp.

Grand Lodge

I've done a few more photos for layout downstairs. But I need the computer for that and my screen might just been dying on me. Will try to post them later.


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

"Mr. Aldous, did you want us to follow you or did you need help with your gardening? Or perhaps we should explore together? Inside or out?"

Wren is still aflutter by her experience in the room, she is not anxious to return, but she is calming down.


Female Human (Mixed race) Hedge Witch 5 (favoured class)

"I really think we should ensure that nothing exists outside of the building which might attack us from the rear" Andrea opines

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