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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Kevin walks into the breakfast area rubbing his neck. "Who picked up that damnable hatchet? It seems I am not done with it yet. It has cursed my dreams and now it has officialy became a pain in my neck.'

Grand Lodge

While you are exchanging dreams - it is a new day and you have one use of the spirit planchette again. Dreams tend to be - lets phrase it that way - not very accurate.

You also lost 1 more trust point. To stay on the highest level (20% rebate for buying) you need to buy stuff today or need to defeat the remaining two haunts today.


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

Galadan looks over at Wren, and while he realizes her behavior is usually a little strange, he begins to wonder if the book she found has had some psychological effect on her.

Sense Motive
1d20 + 8 ⇒ (9) + 8 = 17

"It is apparent that these cursed items have stronger holds over us than we wish, but I believe these curses are at least in part tied to the spiritual power of Harrowstone itself. Whatever spiritual powers were awakened there may also have augmented the curses present in these items."

"In any event, I have been focusing on the tenants of Pharasma last evening after dinner, and have redoubled my efforts to serve Her Will. I am now committed to ending this inhabitation more than ever. I am prepared to face the dangers of the Spirit Planchette with newfound determination, if we can agree on a suitable question."

"Oh, and Kevin. Since you had no need of the potion I gave you yesterday, would you mind returning it to me?"

Grand Lodge

Galadan:

Wren sometimes seems difficult to read. But you seem to notice that the way she hugs the book like her precious is stranger as her normal behaviour. You did notice she agreed to exchange notes and her original spell book with Nym - but not this book.
She also lately sometimes stopped casting a spell last moment as if to decide differently. She did so even if endangered which doesn't fit to her normal carefree behaviour at all.


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

Andrea comes down to breakfast looking healthy and refreshed.."Good Morning Everyone I trust you all slept well, I slept like a log. We only have two haunts to deal with..perhaps we should check in with our friendly spirit first today"

She eats heartily seeming to have an appetite for the first time in days.


Kevin fumbles in his ouch for a second retreiving the potion. "Ah yes, I totally forgot about that, here you are." Kevin takes a sip of coffe and looks at Andrea. "How is it we seem as if we have fought the devil himself all night and you appear as fresh and beautiful as a spring flower my dear? I dreamed of the Lopper and his cursed axe all night, even after we put his spirit to rest."


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

"Oh..that's dreadful..I'm not sure why..but for the first time in days..weeks I slept like a baby I can't recall dreaming at all"

She fingers the symbol of Sheylynn that hangs round her neck taken from the collection she now has.

"Perhaps the Goddess is looking out for me..it makes a nice change..but I am sad to hear you are still troubled in your sleep"


Male 'Human' Summoner 2

Aldous looks slightly pale when he comes downstairs for breakfast, but hands the repaired crossbow over to Andrea without comment. However, when people start sharing dreams, he sighs, and adds:

"I dreamed of what I can only assume was The Splatterman; my name kept appearing on a wall, in letters of blood, and my life-force kept ebbing away."

He shivers, as the memory takes hold of him, before continuing.

"Let's try to finish clearing-out Harrowstone today, if it is at all possible..."


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 nods in agreement, pecking out only the seeds from a slice of watermelon and nibbling each one in her mouth before moving to the next.

"I've spent some time studying this spellbook...and it likely belonged to the Splatterman. I think we can assume that he was a spellcaster of some sort in life. And while I doubt he had the means to access the materials to become a lich, I fear to think what form he currently takes. He will have access to spells that I can only dream about...such is his power. He can call fiends from other worlds to serve him...we must be cautious."

Wren sets down her slice of watermelon...it is all fruit, no seeds, and she is done with it.

"We should prepare for the worst when we return. I am ready when you all are."

Wren closes her precious spellbook and takes it in hand and rises from the table.

* * *

When we get back to Harrowstone and they are going down the stairs to the lower level, she will cast FeatherMage Armor.

1d20 + 3 ⇒ (18) + 3 = 21 Will save


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

"You know it strikes me that if the flute worked against the piper and the axe worked against the lopper then the other items could be used to defeat their one time owners, the hammers use is obvious I think..but how to use the spell book to best advantage I am not sure.."

Grand Lodge

Andrea Greenholt wrote:
"You know it strikes me that if the flute worked against the piper and the axe worked against the lopper then the other items could be used to defeat their one time owners, the hammers use is obvious I think..but how to use the spell book to best advantage I am not sure.."

Should I give you another day to sort bits and pieces out or should I go straight back to finish it off.

And yes - every item has specific properties - positive and negative. It isn't random that Andrea as carrier of the symbols was the only one with a restful sleep.
And in regard to negative issues - Wren - no need to roll dice if you have a lot of time. You can 'Take 20' on the will save provided you have enough time and the spell lasts long enough.


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:
"You know it strikes me that if the flute worked against the piper and the axe worked against the lopper then the other items could be used to defeat their one time owners, the hammers use is obvious I think..but how to use the spell book to best advantage I am not sure.."

1d20 + 5 ⇒ (1) + 5 = 6 Intelligence check

1d20 + 11 ⇒ (6) + 11 = 17 Know (Arcana)
1d20 + 11 ⇒ (19) + 11 = 30 Know (Religion)

Wren will bob heads with Andrea trying to figure out how to use the spellbook to defeat the Splatterman.

Hopefully, Wren is a bit smarter than I am. I'm ready to go now...work this out on the way.

Grand Lodge

Wren

Should I take the 1 for Intelligence check or the 19 for Knowledge Religion ...

Fear is something that can be very crippling. You should know via your dreams or what happened to you what would be the biggest fear of the Splatterman - a fear you have now shared for a while.

Ask yourself how the Splatterman will react when he sees the book. Fear or Hope. And if it is Hope - how can it be squashed once and forever.


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

Int Check 1d20 + 3 ⇒ (19) + 3 = 22

Know.Arcana 1d20 + 8 ⇒ (20) + 8 = 28

"What if..oh I know this sounds crazy..what if his power is bound up in the book. If it is a focus for his haunt."


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

Galadan frowns.

"If the book is a focus of necromantic energies, it should be burned. Destroying the book would be the only way to permanently prevent him from taking it back."


Blessings: 3/3|
Spells:
oth: Detect Magic, Guidance, Read Magic; 1st: Bless, Summon Monster I
Human Traveler | AC: |HP: |Initiative: |Perception: |
Skills:
Acrbtcs +3, Lngsts +4, K geo +1, K hist +1, P guide +7, Swm +7

"I can't say that I dissagree with your conclusion Galadan, though I am worried what effect that might have on Wren. I suggest a test be conducted before we set the entire work abalze."

Sorry for the delay and short post, a lot going on lately and I'm trying to catch up.


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

"Wren are there blank pages in the book? Perhaps you could try burning one of those first."


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:

Wren is going to need some direction about how she's going to react to all this. I'm just unsure how much influence the book has over her and what is appropriate for the situation.

Wren listens to counsel offered.

"Umm-hmm. Yes, that is one approach," Wren says noncommittally.

Grand Lodge

Knowledge Religion or Arcana DC18:

You reckon that destroying pages - or the entire book - works best if done in proximity to the haunt. Doing it slowly page after page likely has more effect. Destroying the book here and now should help Wren after a while to get free from the book - but is unlikely to do harm to a haunt who lost his spell book over 50 years ago.

Wren:

You went up another level. You should be able to make new spell craft checks for each spell you haven't yet learned - copied to your own spell book. You understand this is probably the best way forward. While you are not happy about it, you won't resist (no will saves necessary)


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 made the checks above. She also feels that she has copied all the spells out that she wants and can afford.

"Whatever we must do to destroy the Spatterman. If I must lose this book to do it, we shall do it. I'm tired of him thinking he owns my book. If I can't have it, no one will."

Wren feels like a woman scorned.


Male 'Human' Summoner 2

Aldous raises an eyebrow, but refrains from commenting.

"In that case, let's get back to Harrowstone..."


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

Take 10 on Knowledge Arcana for an 18

"It's for the best Wren...and thank you" the young Witch gives the Elven woman a beaming smile..the first she has managed to find in herself for a long time

Grand Lodge

The group has no problems to get back to the bowels of Harrowstone. Avoiding the Cold Spot haunt has become routine and you wonder how you tripped into it the first time around.

So now the big question is - South entering the Nevermore or West towards Reaper's Hold. Now - a few minutes after having passed the Cold Spot haunt you notice a cold sweat running down your neck. Is it an aftereffect or is it anticipation about what is to come next?

In the West is a long corridor of at least 50 feet before bad light starts to make it difficult to see further details.

dark vision or low light vision 60 feet:

just at the edge of your perception there are two doors, one on each side of the corridor and a lowered portcullis.

In the South you notice a door towards the east of the corridor. It is just 5 feet in. The metal door shows signs of the fire that has ravaged this area. 30 feet into the corridor is another portculli which is lowered.


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

"I'm still off the opinion that the Splatterman should be left for last..did those records we found indicate which area of the Prison he was held in..given his reputation I would have thought it would have been the most secure part..and Nevermore sounds rather final..so my vote is for Reapers Hold"

If necessary Andrea would have insisted on visiting Versorianna before this foray

Grand Lodge

My advice - don't overanalyse it. There is no best way until you tried it. Advice from your friendly GM.
I'm off to OddCon tomorrow until Sunday. I don't know yet how much I will be able to post. Just as a warning if I disappear for a few days.
And next week the same - Spielertage in Essen, Germany Thursday to Sunday.


Male 'Human' Summoner 2

"West it is, then."

Using his Ioun Torch for illumination, Aldous bravely strides forward to inspect the Western corridor...

Grand Lodge

The corridor is 60 feet long and ends with a portcullis that is blocking the way towards the cell block. Just ahead of the portcullis are two doors - one to each side. They resemble the door of the guard room as well as the door you spotted in the shorter corridor leaving South.

Through the portcullis you see a large cellblock. A sooty caked nameplate is above the block.


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

Upon entering Harrowstone, Wren will strengthen her defenses by casting FeatherMage Armor on herself, giving her feathers a stronger, more protective feel.

Let's get this over with.

Wren still clutches her precious close to her body.

Taking 20 to steel herself (Will save), Wren will cast Prestigiditation on the nameplate so it maybe read.


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

Galadan will also summon his ball of light if it gets too dark to see.

"We will have to open this portcullis to proceed further. There's probably a lever in one of the guard rooms."

Grand Lodge

It takes Wren longer as normal - but finally the sign sparkles again.

It reads Reapers Hold

You wonder which of the doors should it be? Both look similar.

Perception DC 18:

On closer inspection it looks like the Southern one is less used. Apart of that both are unlocked and no signs of any traps as well as no noise or light or other signs that the rooms behind are occupied.


Blessings: 3/3|
Spells:
oth: Detect Magic, Guidance, Read Magic; 1st: Bless, Summon Monster I
Human Traveler | AC: |HP: |Initiative: |Perception: |
Skills:
Acrbtcs +3, Lngsts +4, K geo +1, K hist +1, P guide +7, Swm +7

Following along quietly, Nym is deep in thought. There have been a few close calls on this venture, and he is loath to loose any of his new found companions.
Perception check 1d20 + 4 ⇒ (12) + 4 = 16
Noticing nothing special about either door, he stops behind the brave Aldous, rapier out and off-hand resting on his component pouch.
"Anyone care which door we try first?"


Kevin stands in the hall, the tip of his sword resting on the toe of his boot. "The one without the ghost that wants to eat my face off thankyou."


Male 'Human' Summoner 2

Aldous smiles faintly at Kevin request.

"Do you happen to have any idea which door that would be behind...?"

He then shrugs.

"How about we try the Northern door first?"

Assuming there are no objections, he then tries to open the Northern door...


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

Perception
1d20 + 12 ⇒ (20) + 12 = 32

Galadan looks carefully between the two doors, then closes his eyes for a moment to see if he can sense any evil auras nearby. detect evil

Darn. I'm gonna need those 20s for combat. Oh well... lol.

"The door to the south has been less used."


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

Andrea places her ward on Nym

Grand Lodge

Guard Room
This guard room is decorated similarly to the one you have entered before, with a table, a few chairs, and a pair of cots. Yet unlike the other, no undead or haunts lurk within. A winch affixed to the western wall raises and lowers the portcullis that allows access into Reapers Hold. The portcullis is currently lowered and locked in place. The winch here can be used to release that lock (a move action) and to raise the portcullis (a full-round action).

I'm back - and just in case - this is in reply to Aldous. It is the Northern Room. Reply to Galadan will follow.


Male 'Human' Summoner 2

Welcome back :-)

Aldous conducts a cursory search of the room.

Perception: 1d20 + 0 ⇒ (16) + 0 = 16.

Grand Lodge

Galadan:

The northern door seems free of any evil. Towards the South you first also don't notice any evil aura - but when you nearly want to give the okay it seems as if something stirs. It feels strange - as if an evil aura is behind some fog - you seem unable to get a clear bearing - but you are sure something is behind the door in that room.

Grand Lodge

Aldous Preklikin wrote:

Welcome back :-)

Aldous conducts a cursory search of the room.

Perception: 1d20+0.

Nothing else of interest or value.

But you notice that Galadan seems to be puzzled about the other door that he has been scanning for evil.

We had a great time. It was nice to be able to go as complete family and my son (10) managed 4 games while my daughter (8) did 3. And he already asked for more. But doing mainly gming there wasnt any time to log in apart of starting a short congratulation thread for our venture captain getting his fourth star with three of us at his table.
You might want to wait for Galadan before opening the other door.


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

"There is a strange aura of evil beyond the Southern door. I advise Caution before opening it."

To prove his point, Galadan moves closer to the door and places his ear against it to hear anything on the other side.

1d20 + 12 ⇒ (11) + 12 = 23


Male 'Human' Summoner 2

For clarification, that Perception check was meant to cover the Northern room, which Aldous was investigating.

Poking his head back out of the Northern room, Aldous has the grace to look a little sheepish.

"Well, there does not appear to be anything hostile in this room; I did, however, discover the mechanism that will allow us to open and close the portcullis currently blocking access to Reaper's Hold."

If we have time to buff before opening the door, Aldous will methodically go around the entire party, casting Guidance on everyone, before the door is opened.

All, assuming Aldous is allowed:
A faint babble of maddened voices scratches across the limits of perception, before fading away to nothingness, but in their wake, you suddenly feel as if you have renewed insight into what the future holds...

Grand Lodge

Aldous:
Aldous - I went ahead and let you explore the Northern room ahead of Galadan finishing his investigation to move on. There isn't anything important apart if the winch and after the break I didn't want to have an anti climax with everyone expectingly arranging themselves for this room after a three day break and nothing really happens.
I didn't wanted to have Aldous look sheepish but as GM I have the advantage to know the script and especially online I try to keep it moving.
You post allowed it nicely for me.

All
You have as much time as you like to buff yourself. No sounds, nothing else that gives away anything extraordinary from the Southrn room. But by now you know that a lot in Harrowstone seems harmless at first and turns out to be twisted by the environment.


Male 'Human' Summoner 2

Thod:
No worries! I do not mind :-)


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

Andrea casts resistance on everyone..which means that the first person to get it has 4 rounds from the time the last person gets it.

she casts it in the following order.
Herself
Nym
Aldous
Wren
Kevin
Galadan


Kevin readies his sword in his right hand and places his left on the sheath. "Ready."


Blessings: 3/3|
Spells:
oth: Detect Magic, Guidance, Read Magic; 1st: Bless, Summon Monster I
Human Traveler | AC: |HP: |Initiative: |Perception: |
Skills:
Acrbtcs +3, Lngsts +4, K geo +1, K hist +1, P guide +7, Swm +7

Nodding in thanks to those who cast spells upon him, Nym readies his rapier and stands near the door Galadan is investigating.


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 thanks Andrea for her spell and follows along.

Grand Lodge

Captains Office

This guardroom contains a single large table with two chairs astride it and a single sagging cot pushed up against the eastern wall. Several battered cabinets line the northern wall, with a few arrows and bits of chainmail lying scattered on the floor nearby, yet the most eerie sight are the three fractured skulls sitting on the table next to a heavy hammer. It looks as if someone has arranged the fragments of the skulls in some sort of pattern, as if an attempt had been made to construct a fourth skull from the broken fragments of the trio on the table. The leathery body of a long-dead dwarf, his wiry red hair and beard still strangely vibrant in death, lies slumped on the ground behind the table


Male 'Human' Summoner 2

Aldous makes a point of carefully staying in the corridor.

"Well, I dare say that is the mortal remains of the Mosswater Marauder. I wonder where his spirit is?"

He then casts Detect Magic, and starts to conduct a scan of the room.

From what has gone on before, I dare say that will be interrupted ;-)

Grand Lodge

Aldous:

You notice several magic auras in an area behind the table. This must be some space or alcove inside the wall as you can't spot anything that corresponds to the auras.

Aldous casts his spell but despite your anticipation - nothing stirs in the room.

Knowledge Religion DC15:

The words of Aldous ring true. You expect the Mosswater Marauder close by. Your experience with haunts indicate that he is either hiding somewhere or he hasn't been triggered and waits for the event that let's him appear.

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