To Wear the Carrion Crown (Group 3 - Trial of the Beast) (Inactive)

Game Master Haldhin

Carrion Crown Adventure Path


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The group proceeds east. At the corner turning north, several human bodies float in the water. All wear uniforms bearing colors you have seen elsewhere around the manor - apparently they were household guards. To the north are two double doors. Moving through, you notice that the water in the center of the room is much deeper than in the hallways.

There are two more double doors across the room from where you entered, and high on the walls, nearly 30 feet up, are two more doors - one to the north, and one to the east.

Perception DC 20:
Under the water in the center of the room are the remains of an iron bridge. The bridge is roughly long enough to connect the two doors high up on the walls in the room.


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

Perception: 1d20 + 10 ⇒ (15) + 10 = 25

Lucius peers into the water. "There used to be a bridge connecting to the other side of the room. What's left is under the water there."


Character Sheet

Are the walls here climbable? Is it possible to reach the double doors?

Is there a map we can look at? This room description is getting complicated.


Yes, the walls may be climbed, and yes, it is possible to reach the doors (with a successful climb check).

I will endeavor to post a map early tomorrow. Please see my note in the Discussion thread.


Bjorn:
You reach the top door and discover that it leads to a walkway running east and west. There are three other doors to the west that connect to flooded circular rooms like the one you first entered.

The pathway running west leads into an opening where you spot a grand stone bridge arching over the gorge to a stack of rock on which perches a high tower topped with a lightning rod. Several rooms and platforms make up the different levels of the tower.


Character Sheet

Perception: 1d20 + 7 ⇒ (9) + 7 = 16

After looking around to make sure the area is secure, Bjorn returns to his companions and gestures for them to follow.


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

Lucius follows behind ever vigilant.

Perception: 1d20 + 10 ⇒ (11) + 10 = 21


Where are you heading? Toward the tower?


Character Sheet

If nothing stands out as interesting, east across the bridge.


A great stone tower perches atop a sheer stack of rock above the river. The tower climbs to an elaborate iron steeple, from which a huge lightning conductor calls out to the skies.

There is a single door at the base of the tower. Narrow windows encircle the structure, but they are only inches wide, not large enough to squeeze through.


Character Sheet

Bjorn steps aside long enough for the young priest to have a look and verify the door is safe to open.


M Half-orc Brawler 1 {HP 12/12; AC16, T12, FF14; F+4 R+4 W+1; Init+2; Perc+5} {Effects: none}

Harold hangs back and tilts his head skyward to look at the impressive display of metal shrouding the tower's top. He looks to Alphy and the others, "Theer farfer 'ave trouble wiv stawms up 'ere, Alphy? Cause yew don't build somethin' like what unless yer ge'in' pelted by bow's ov lightnin' every uvver day. Summat impawtan' must lie wivin ter warran' such strange protecshun." The big man moves up to the door, ready to backup Bjorn and Lucius in case of tower guardians.


Resources:
1st: 8/8 2nd: 8/8, 3rd: 7/7 4th: 5/5 5th: 4/4 Sacrificial Boon: 9/9 Rallying Cry: 1/1
Dashing Ex-Con 10 (HP 62/62; AC:18, T:12, FF:14; Fort:+9 Ref:+11 Will:+10; Init+4; Perc+0) (Effects: Mage Armor)

Perception: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25

Lucius will scout the door.

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