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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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
Andrea Greenholt wrote:
Yeh I know Andrea's on a downer..but ooc I'm getting more and more convinced that we are screwed without a cleric

I could not disagree with you more. We are fine. For what we lack in a dedicated healer, we shall make up for in good smart play. Give us time to acclimate, fair Andrea. We are young yet and finding our way. Let us rock this AP and let the undead tremble in our wake. There is no challenge here that hath needed a divine spark (aka, channel) that we could not overcome. If you feel the brunt of healing upon ye, let us share the load (potions and wands) so that you can explore other options for your character.

Grand Lodge

Galadan shouts out about an undead somewhere in the room. You all seem on edge, you ready yourself, you try to defeat whatever materializes - the seconds seem to stretch to minutes - but nothing at all seems to happen - leaving you even more with a feeling of dread.

Some GM dice rolls:

Target - Galadan twice as he was supposed to be the victim and this needs an active player

1 Andrea
2 Wren
3 Aldous
4 Kevin
5 Galadan
6 Galadan

1d6 ⇒ 6

Sometimes the dice just roll the way the GM wants them too :)

Grand Lodge

Perception check Nym 1d20 ⇒ 1

Nym looks confused - unable to detect any trace of even the faintest danger.

Thought I should give him a chance at least ...


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

After a while, Aldous decides to break the tense silence...

"So, if there is nothing in the room, shall we keep searching...?"

Grand Lodge

Galadan:

You hear the soft jingling of chains being jostled. The noise seems to come towards you and seem to just walk through you.
Your Detect Undead indicates a single strong undead aura that is in agreement with the source of the jingling noise. You are unable to pinpoint the exact location it seems to move.
You have the very unnerving feeling that the undead aura is directly behing you - trying to evade your scrying attempts on it.
Turning around the best you can manage is to get a glimpse of a ghostly, fatherly hand that rests on your shoulder - seemingly to help or guide you.

You all see that Galadan seems irritated. He turns around - seemingly trying to look at something behind him.

Grand Lodge

Aldous Preklikin wrote:

After a while, Aldous decides to break the tense silence...

"So, if there is nothing in the room, shall we keep searching...?"

All

Yes - feel free to search the room or otherwise act. I don't have any initiative - there is no fight ongoing or anything else you notice apart of Galadan acting strangely.
All you can tell is - he doesn't seem under any attack.
Unfortunately you will have to wait for his actions to find out more.


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, Aldous is pretty useless when it comes to searching, so he will leave it to those who are better at perceiving things ;-)


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

"There is something... behind me. It has its hand on my shoulder. It is trying to be helpful, I think."

Galadan stops trying to turn to view the presence, but he is wary of the ghost and its intentions.

Sense Motive
1d20 + 8 ⇒ (4) + 8 = 12

Galadan quirks an eyebrow and says in a rather calm voice. "I am strangely afraid. This haunt is not like the others."

Grand Lodge

Galadan:

Your Sense Motive is not giving you any further indications of the haunt and it's intentions.
For whatever reason - the haunt tries to stay out of your view and once the Detect Undead expires you can't sense the haunt any more at all.
The spell should last 2 minutes total and there should be not too much time left on it.

All

You neither see or sense anything apart off a feeling of unease when Galadan tells you about the haunt.


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.

"Well, let's finish searching this level, and then ask the ghost down stairs if she has any advice..."

Grand Lodge

Aldous Preklikin wrote:

Aldous shrugs.

"Well, let's finish searching this level, and then ask the ghost down stairs if she has any advice..."

The Eastern Cell block looks pretty similar to the Western one - just smaller - just smaller. A total of 7 cells with skeletons slumped on some beds or on the floor.

Not suprisingly - nothing of any value can be found - but you are relieved also not to find any dangers.

Grand Lodge

A quick summary of the level and what happened:

General areas on this level:
1) The Guard Post - Some chairs and a table behind some bars. You can easily look into it but need to lockpick / enter from outside - crumbled balcony. You can't spot much of any interest from where you are and don't expect much more.

1a) The stairway - done - you came up there

2) The mess hall - done - Stirges attacked you while searching here

3) Unknown room in the northern Tower - I think still an unopened door ? as you got disturbed by the Piper

4) Western Cell block - done - Piper and Skeletons

5) Unknown room in the east - (oops - mixed west and east here originally) - there is a door from the mess hall just next to the crumbling walls in the east.

6) Eastern Cell block - done now - nothing of interest

7) Unknown room west of the guard post - The room of Father Charlatan - more or less done. Let me know if you pick up the journal / read it

Grand Lodge

Andrea Greenholt wrote:
Yeh I know Andrea's on a downer..but ooc I'm getting more and more convinced that we are screwed without a cleric

Please contact me directly if you feel too useless with Andrea. I personally prefer that you don't have a cleric. With 6 players (still 5 even if I don't count Nym) a cleric could have made it sometimes too much of a walkthrough.

Yes - you have more challenges without a cleric - but so far you have managed well to overcome them. But if someone feels that is impacting the fun - let me know please !!


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

What possible harm could another book be?

Wren walks over to pick up the journal/book.

"Anyone see this yet? I do love books."

Wren will flip through it, seeing what it's about.

bird lore on book:

Knowledge: Arcana 1d20 + 10 ⇒ (3) + 10 = 13
Knowledge: History 1d20 + 9 ⇒ (1) + 9 = 10
Knowledge: Local 1d20 + 11 ⇒ (5) + 11 = 16
Knowledge: Nature 1d20 + 9 ⇒ (13) + 9 = 22
Knowledge: Planes 1d20 + 9 ⇒ (8) + 9 = 17
Knowledge: Religion 1d20 + 10 ⇒ (13) + 10 = 23


Perception:1d20 + 5 ⇒ (10) + 5 = 15
Kevin kicks over anything on the floor while his sword is held at his side. "Dust, garbage and more dust. Oh and dont forget all of the fargin undead. That we have found in abundance."

Grand Lodge

Wren the FeatherMage wrote:

What possible harm could another book be?

You are getting slow and careful.

The book is the journal of Father Charlatan. It describes many occurrences how he tricked honest people out of money or how he used the trust placed into him for his own good.
You recognize various places in Ustalav - some no longer inhabited and many different religions. On closer inspection it seems every religion mentioned also has a chain with it's symbol as one of the chains that wrap up the cleric.
Any Szarni would be proud to achieve just a fraction of the trickery that the Father achieved.

Apart of the content - the book seems very ordinary. It feels old and musky - but that seems to be just the age.


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 wrote:
You are getting slow and careful.

I already found the only book for me! It's my precious.

Wren, after browsing the book, offers it up to anyone else who wants it, if no one, stows it for later.


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, how about picking the lock to enter the guard post?


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

Andrea accepts the book from Wren it goes into her haversack


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 leads the party back to the guard room.

"I don't think we've been in here yet. Last room then we can find a place to rest, either here or in town?"

Wren will nod to Kevin and then point at the door.

"Kevin, would you mind trying the door? I could try to peck it down, but that might take while."

Grand Lodge

The tme has worn down the iron. It looks either lock pick or brute force should break it down.

Grand Lodge

All
I want to give an ahead warning that there will be a 10 day break. I will be on annual holiday with the family to Belgium and won't have Internet from 19th onwards.
sorry about that - but some days without Internet will do me some good. It helps to truly relax.


Kevin moves to the door checking to see if it is locked. Trying to force it with his crowbar if needed.

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


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

Seeing that struggle for momentum, Wren offers to help Kevin on his next go.

1d20 - 2 ⇒ (18) - 2 = 16 Strength to assist Kevin

Unless someone else wants to help, of course. Wren isn't afraid to get her beak dirty.


Dot


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

Dotting.

Galadan pulls out his thieves tools.

Disable Device
1d20 + 7 ⇒ (15) + 7 = 22


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

Andrea cast guidance on Galadan as he attempts the lock

Grand Lodge

The iron door seems more sturdy as you assumed. Kevin fails to break it down - even with Wrens help. But Galadan seems to have no problems to open it using his lock picks.


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

bumped


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

A few more days on the 10-day break... Aug 26th, I'm thinking.


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 carefully scratches the rash under her armpit, tilting her raised arm in hopes that Andrea will catch a glimpse and in secret hopes that she will have a solution.

Just bumping. Ignore.


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

Andrea notes the rash and makes a mental note to chaeck it when she gets wren back to town.

Probably Psitticosis..hanging around with parrots does that


Bump in the night.


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

"Ia! Ia! Cthulhu Fhtagn?"


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

What we really need is a large dog


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

I think Mistress Wren is afraid of dogs.


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

But..but we can't investigate scary building without Scooby Doo..


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
Galadan Teresthin wrote:
I think Mistress Wren is afraid of dogs.

Wren is fond of puppies (but overly), but dislikes cats with a passion. Too many kitties have eaten too many of her bird friends for them ever to get along. :)

Grand Lodge

Bump - I'm back. 10 days without Internet.

Seems nobody wanted to go into the guard room - I was still looking the day before I left.

More in a moment to get us restarted.


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

Welcome back :-)

Grand Lodge

This guard area is blocked from the cellblock by an arc of iron bars. Within sits an old wooden table and a few chairs.

Thanks to Galadan you manage to enter. But nothing of value is left here.

Guard duty here was considered a comfortable assignment compared to assignment in the dungeon below, and Harrowstone's guards would frequently wager their shifts, hoping to win future shifts here in order to keep themselves out of the more depressing cellblocks below.

On the back of the post you find two doors - leading to a crumbling veranda that even a glance suggests are instable and in danger to fall if you walk out there without precautions.

Grand Lodge

Suggested options:

There is one more room to be complete - a door south from the mess hall. If someone 'opens' it I will post a description. I would then suggest to return to Ravengro. There is a big meeting next morning in the town hall.

Alternatively you could go back directly.

If you pass by the Church of Phatasma, then I arrange healing. GM hint that he doesn't has to bother with HP, etc.

Grand Lodge

Aldous Preklikin wrote:
Welcome back :-)

Wow - that is quick !!

Back since yesterday evening but took me half a day to get back order into the house.


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

By my calculation, there are still two unopened doors?

Thod wrote:

3) Unknown room in the northern Tower - I think still an unopened door ? as you got disturbed by the Piper

5) Unknown room in the east - (oops - mixed west and east here originally) - there is a door from the mess hall just next to the crumbling walls in the east.

Regardless, Aldous is happy to open the door 'South from the mess hall' cautiously, and take a peek through it...

Grand Lodge

The Kitchen

Once a kitchen, this room is now nothing more than charred, blackened remains.

Once used to prepare the prisoners' daily gruel, this room now contains little of note. An adjoining pantry once contained an abundance of foodstuffs, but it was picked clean by rats and squirrels long ago.

You notice that the heat of Black Ember Maw seems to have been used here to cook as the pipework brings up hot air. But all is normal up here as if the haunts influence never reached up here.

Thanks Aldous - didn't want anyone to decide half way to come back or spend a few days discussing.

Grand Lodge

Aldous Preklikin wrote:
By my calculation, there are still two unopened doors?.

You are right - 3) also didn't get opened so far. So not 100% complete yet.

Anyone ?


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

Welcome back Thod.

Wren will peck open the last door.

Wren is happy to go back to Ravengro as long as her new spellbook can come with her.


Kevin moves forward and eases the door open. His sword leading the way.

Welcome back!


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

Galadan follows the others, but he keeps his senses open for any dangers.

Welcome back

Perception
1d20 + 12 ⇒ (10) + 12 = 22


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

Welcome back Jens hope you are feeling refreshed after the Holiday

Andrea looks around the sorry state of the rooms.."I don't think there's anything left for us to deal with is there?" she says with a hint of hope in her voice.

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