Gestalt Carrion Crown

Game Master bigrig107

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Harrowstone first floor map
Shadowbrook Map


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HP 52/52 | AC 24 (t12, ff22) | CMD 21 | Fort +7, Ref +4, Will +5 | perception +14, sense motive +2; initiative +2 | active effects: --

Andrei fiddles impatiently with his blades as he moves along with the others. "If there's enough darkness here to create haunts, I suspect there's probably enough to foster other kinds of unlife too..." he offers. "We may want to limit unnecessary chatting so we can listen for any creatures that may prowl these halls."

Park and I both only fail an aid check on a natural 1, so we could probably call Petyr's take 10 result a 21/22? (Technically there's a 1/400 chance that we both miss it on the same roll, but we're probably not going to make 400 perception checks in here, I'm guessing)


Roll20 link

Unfortunately, whatever chaos and fire the prison suffered that last night have put the offices in disarray, and it would take more time than you have right now to find anything of use.

The warden's office, however, is a completely different story. Whereas the rest of the prison you've seen so far has been grimy and dark, this room seems to be in relatively good condition. A long desk and chair sit to the south, while to the northwest a narrow alcove contains a closed safe. Thick layers of dust cover everything in sight.


Male Tiefling Lore Warden Fighter 2 gestalt Empiricst Investigator 2 | | HP: 22/22 | Perception +11 (+1 vs traps, darkvision 60), Sense Motive +11 | Speed 30 ft | AC 18 Touch 14 Flat 14 | CMD 16 (+2 vs deft) | Fort + 5, Reflex +7, Will +3 | Resist: Cold 5, Electricity 5, Fire 5 | Init +4 | Lv1 Extracts: 2/3 | Inspiration: 5/5 | Stamina: 4/4 | Active: Tears to Wine

"Curious that this room was spared," Petyr says as he goes in, dragging his index finger through the dust. Seeing the safe, he grins.

"There are some skills one picks up in a lab environment that are eminently transferable," he says. "Although some might frown on it."

Petyr kneels down in front of the safe, draws out several thin metal instruments, puts his ear to the metal, and begins working.

If the others don't mind, can I take 20 for a 30? Or are there consequences for failure such that I should roll?


Roll20 link

No consequences, so taking 20 is enough to get it open.

The safe contains a large amount of numerous (but now out of date) legal documents. A quick read through doen't reveal anything of worth, but there is a wooden rack on which sit what looks like some sort of emergency supplies.

A quick few moments shows the supplies consist of four potions of cure moderate wounds, three potions of lesser restoration, and two potions of remove disease. Unfortunately for your investigative interests, beyond the relative cleanliness of this room and the safe, there isn't anything else of interest.


HP 52/52 | AC 24 (t12, ff22) | CMD 21 | Fort +7, Ref +4, Will +5 | perception +14, sense motive +2; initiative +2 | active effects: --

"Hmm..." Andrei remarks as Petyr meticulously works the safe's lock, "with the condition of this room I worried it might be haunted by the fastidious ghost of some former employee."

He pauses for a moment to be certain that none is about to pop into view then begins gathering the potions. "We'd theorized that the warden might have keys in here... any sign of anything like that in his desk, or anywhere else?"

do we want to take 20 searching the room or just roll? if we roll, our bonuses are close enough that it might be worth all rolling separately (to triple our chances of a good roll), but if we're going to take the time to take 20 me and Park can/should roll to assist Petyr.


Male Tiefling Lore Warden Fighter 2 gestalt Empiricst Investigator 2 | | HP: 22/22 | Perception +11 (+1 vs traps, darkvision 60), Sense Motive +11 | Speed 30 ft | AC 18 Touch 14 Flat 14 | CMD 16 (+2 vs deft) | Fort + 5, Reflex +7, Will +3 | Resist: Cold 5, Electricity 5, Fire 5 | Init +4 | Lv1 Extracts: 2/3 | Inspiration: 5/5 | Stamina: 4/4 | Active: Tears to Wine

Since we don't have any spells running and aren't on a clock, I think meticulous (i.e., take 20) is a good idea. But for an initial glance...

Perception: 1d20 + 9 ⇒ (13) + 9 = 22

That being said, GM said...

GM of the Crown wrote:
Unfortunately for your investigative interests, beyond the relative cleanliness of this room and the safe, there isn't anything else of interest.

So we might as well move on.

Petyr rifles through the documents and decides that most of them won't be worth much to them in the immediate. Still, he leaves the safe ajar and makes a mental note to come back for these documents when there's a chance later.

"It looks like this is it," Petyr says tentatively. "It's curious the warden had an emergency cache here. These sorts of supplies are usually in the medical wing. Was he afraid he might have to barricade himself in here, injured and possibly disease-ridden, when he had a home on the property?"

He shakes his head. "Anyone remember what was next?"

For now, let's move on to S5. GM, could you please put the link to the map in either your profile header or the campaign header? Thanks!


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

"The warden may have been in the prison when the fire cleared it. We may as well take his emergency supplies just in case we need them. Andrei can take the disease ones. I don't know of any immediate diseases that would need put you down if not healed in seconds...."

Taking one Cure and one lesser restoration. S5 next looks fine.


Roll20 link

Done! I meant to, but must have forgotten. Nothing else of import is in the warden's office.

The small area next to the warden's office appears to be an old washroom, with an attached privy. Beyond the appearence of the walls and other materials returning to the old grimy look that the rest of the prison holds.

Running through a quick list of "important" areas that were marked on your map, just to give you an idea of what direction you might want to take. S8 is marked 'chapel'. S11 is 'workshop'. S14 is 'infirmary'. S15 is 'auditorium'. S 16 is 'property room', and S19 is 'furnace room'.


Male Tiefling Lore Warden Fighter 2 gestalt Empiricst Investigator 2 | | HP: 22/22 | Perception +11 (+1 vs traps, darkvision 60), Sense Motive +11 | Speed 30 ft | AC 18 Touch 14 Flat 14 | CMD 16 (+2 vs deft) | Fort + 5, Reflex +7, Will +3 | Resist: Cold 5, Electricity 5, Fire 5 | Init +4 | Lv1 Extracts: 2/3 | Inspiration: 5/5 | Stamina: 4/4 | Active: Tears to Wine

Petyr will take one potion of Cure Mod, one potion of Lesser Resto, and one potion of Remove Disease. All three have now been added to my sheet. That leaves two potions of Cure Mod, one potion of Lesser Resto, and one potion of Remove Disease for Andrei.

"Pharasma willing we don't get separated, but I'd rather have one on hand just in case," Petyr says, grabbing a few potions and sticking them in his increasingly-full bandolier. There were now a dozen vials of different sorts jangling slightly as he walked about: a good mix of curatives and combat enhancers.

The washroom proves innocuous, and Petyr looks to the others. "Well, should we continue our systematic search? It seems like this is the end of this wing and we'll have to double back. So far we have old records and emergency supplies, but no keys, and only faint details of what else might be going on here. Given the dust, it doesn't seem like anyone else has been within the prison recently, at least not where we've been."

Consulting his recollection of the blueprints, Petyr proposes a next step. As Andrei said, it was prudent to limit unnecessary chatter, so he returns to the relatively untouched warden's office for the next part. "The eastern wing will hold the auditorium, the property room, and the furnace room. Going to the north from where Park banished that one haunt would take us to the chapel, the workshop, and the infirmary. There are a few other potential stops along the way, but those are the most significant. Let's try the Property Room next: there's a dead-end there anyway, so it'll be the quickest. We might find other useful supplies there, too, if it wasn't destroyed by the fire."

Unless anyone else has a different plan.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Park considers the 'important' rooms. The chapel wouldn't likely have any resources, but he wonders if there would be any haunts there? Likewise the infirmary and auditorium, unless anyone died there? "Property room? Might have possessions of the prisoners. Items can be haunted too can't they? Good choice for the start."


Roll20 link

Moving back through the foyer and into the smaller eastern door leads you into the room labeled as the auditorium.

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. The door you entered sees you enter the raised platform of the stage. Beyond the crumbling benches and the rotten podium, nothing of interest appears to be in this room, at least from this side.

The door to the room labeled the property stands in front of you, made of a hearty looking metal.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Park studies the area through the bars as they cross the auditorium. "Did they provide entertainment for the prisoners? A bit strange."

Seeing the metal door he stays back, out of Petyr's way, but casts Detect Magic once in range. If he notices any magic he warns the group.


Male Tiefling Lore Warden Fighter 2 gestalt Empiricst Investigator 2 | | HP: 22/22 | Perception +11 (+1 vs traps, darkvision 60), Sense Motive +11 | Speed 30 ft | AC 18 Touch 14 Flat 14 | CMD 16 (+2 vs deft) | Fort + 5, Reflex +7, Will +3 | Resist: Cold 5, Electricity 5, Fire 5 | Init +4 | Lv1 Extracts: 2/3 | Inspiration: 5/5 | Stamina: 4/4 | Active: Tears to Wine

Petyr shrugs at Park's question. "Maybe. There's any number of uses for a room like this. Staff meetings, probably. And even though this prison housed the so-called worst-of-the-worst, enlightened practices would suggest some measure of incentive for good behavior."

So long as Park doesn't detect any magic within the room in need of closer investigation, Petyr heads to the door. He'll try it first, in the off-chance that it's unlocked, and then get down to the business of busting the lock.

Standard Operating Procedure for locked doors until further notice will be 1) check for traps (taking 10 for a 20 Perception), 2) try the door, 3) take 10 on the door (for a 20 Disable Device), and 4) take 20 on the door (for a 30 DD).


HP 52/52 | AC 24 (t12, ff22) | CMD 21 | Fort +7, Ref +4, Will +5 | perception +14, sense motive +2; initiative +2 | active effects: --

*earlier*
Andrei sighs at the mention of the undisturbed dust. "Anyone solid, you mean" he chimes in. "Ghosts and specters and those sorts of things wouldn't disturb the dust at all, so this just means there hasn't been anyone solid in this part of the prison recently..."

*now*
"They might have changed it to an entertaining space after the blueprints were filled," Andrei reasons aloud, "but the bars would make sense for a property room. Inmates come in to be processed and have to pass any belongs through the bars to someone whose safely on the other side of them."

I'll always try to assist perception checks to look for traps; since its an active check, I can cast guidance on myself first which makes it impossible for me to fail (so Petyr's default check should be a 22).


Male Tiefling Lore Warden Fighter 2 gestalt Empiricst Investigator 2 | | HP: 22/22 | Perception +11 (+1 vs traps, darkvision 60), Sense Motive +11 | Speed 30 ft | AC 18 Touch 14 Flat 14 | CMD 16 (+2 vs deft) | Fort + 5, Reflex +7, Will +3 | Resist: Cold 5, Electricity 5, Fire 5 | Init +4 | Lv1 Extracts: 2/3 | Inspiration: 5/5 | Stamina: 4/4 | Active: Tears to Wine

"Solid indeed!" Petyr concurs with a chuckle. "Without sufficient studied on the nature of ectoplasm, it's uncertain how or in what way that would interact with humanoid detritus."


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Roll20 link

Even with Petyr taking the few minutes required to really sit down and make sure he is able to open it, he nearly doesn't get it open. After about five minutes of fiddling with it, the lock finally makes a loud click and pops open.

Once inside, you see a bizarre collection of antique goods resting upon wooden shelves that line the room. Several of the items contain tiny tags with labels written in a careful script. A thorough inspection of the room reveals a secret hidden door in the eastern wall, which appears to lead to a second vault of confiscated items.

Resting on shelves in the second vault is a handaxe, a muddled collection of a dozen holy symbols of various religions on a silver chain, a thick leather-bound book with hints of mold on the edges, a silver smith's hammer, and a tarnished silver flute.


Roll20 link

Oh right, forgot the stuff inside the first vault room.

The property room has a wide variety of items, including a set of masterwork thieves’ tools, a bronze war medallion from the Shining Crusade (worth 40 gp), an unframed Taldan painting of Stavian I (worth 100 gp), a set of a noblewoman’s silver hair clips (worth 35 gp), a masterwork punching dagger, a pouch containing a dozen masterwork shurikens, a masterwork silver war razor, and a slim wand.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Park casts Detect Magic and scans the items in the outer room, then moves to the hidden room and does the same.

My spellcraft isn't great but a lucky roll might get something....

Spellcraft for 1st item?: 1d20 + 4 ⇒ (18) + 4 = 22
Spellcraft for 2nd item?: 1d20 + 4 ⇒ (5) + 4 = 9
Spellcraft for 3rd item?: 1d20 + 4 ⇒ (15) + 4 = 19
Spellcraft for 4th item?: 1d20 + 4 ⇒ (16) + 4 = 20
Spellcraft for 5th item?: 1d20 + 4 ⇒ (18) + 4 = 22
Spellcraft for 6th item?: 1d20 + 4 ⇒ (7) + 4 = 11
Spellcraft for 7th item?: 1d20 + 4 ⇒ (11) + 4 = 15
Spellcraft for 8th item?: 1d20 + 4 ⇒ (5) + 4 = 9
Spellcraft for 9th item?: 1d20 + 4 ⇒ (4) + 4 = 8
Spellcraft for 10th item?: 1d20 + 4 ⇒ (19) + 4 = 23

Doubting that there are 10 magical items, but rolling anyway....


Male Tiefling Lore Warden Fighter 2 gestalt Empiricst Investigator 2 | | HP: 22/22 | Perception +11 (+1 vs traps, darkvision 60), Sense Motive +11 | Speed 30 ft | AC 18 Touch 14 Flat 14 | CMD 16 (+2 vs deft) | Fort + 5, Reflex +7, Will +3 | Resist: Cold 5, Electricity 5, Fire 5 | Init +4 | Lv1 Extracts: 2/3 | Inspiration: 5/5 | Stamina: 4/4 | Active: Tears to Wine

So officially one needs to cast detect magic to ID magic items w/ spellcraft, which screws over characters without native access to the spell. That personally strikes me as silly if a person has invested in spellcraft, but it's up to the GM. If he can't ID, he'll at least auto-aid.

"Well isn't this a curious collection?" Petyr marvels, sorting through things that Park identifies as magical and those stll mundane. He supposes that most of the items were confiscated from prisoners, but the nobler items (especially those of distinctly Taldan origin) could have been from a worker. That or a prisoner obsessed with royalty and history from a foreign land.

Spellcraft, handaxe: 1d20 + 9 ⇒ (13) + 9 = 22
Spellcraft, holy symbol collection: 1d20 + 9 ⇒ (17) + 9 = 26
Spellcraft, moldy book: 1d20 + 9 ⇒ (6) + 9 = 15
Spellcraft, silver hammer: 1d20 + 9 ⇒ (20) + 9 = 29
Spellcraft, silver flute: 1d20 + 9 ⇒ (3) + 9 = 12
Spellcraft, wand: 1d20 + 9 ⇒ (2) + 9 = 11

Petyr appraises the thieves' tools with a grin. "Better than the ones I brought from home," he observes, replacing his old set with this new (but in reality, even older) set. Old-timers often knew what they were doing.

+2 to my Disable Device checks hurray!


HP 52/52 | AC 24 (t12, ff22) | CMD 21 | Fort +7, Ref +4, Will +5 | perception +14, sense motive +2; initiative +2 | active effects: --

"If I recall my lessons correctly," Andrei says as he sets aside the hammer and razor, "silver is necessary for overcoming some undead creatures' resistance to harm... can either of you use these effectively at all?"


Male Tiefling Lore Warden Fighter 2 gestalt Empiricst Investigator 2 | | HP: 22/22 | Perception +11 (+1 vs traps, darkvision 60), Sense Motive +11 | Speed 30 ft | AC 18 Touch 14 Flat 14 | CMD 16 (+2 vs deft) | Fort + 5, Reflex +7, Will +3 | Resist: Cold 5, Electricity 5, Fire 5 | Init +4 | Lv1 Extracts: 2/3 | Inspiration: 5/5 | Stamina: 4/4 | Active: Tears to Wine

"Use? Certainly. Effectively? It depends on what exactly you mean by effective." Petyr shrugs. "I'm most effective with a fencing weapon. But I can manage with those sorts of weapons if I have to."


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Park cations his friends. "Wait a minute guys. This stuff came from the criminals. Their personal stuff. Heck, their haunts could be attached to this stuff. I agree that we should take what we can use. But should we carry all of it around? Andrei? Can you detect evil auras?"

He does look at the mw silver war razor. "I 'can' fight with anything, but I focus mainly on light weapons like this. If its not haunted or anything!"

He also looks at the flute, not touching it. "I wonder which of the freaks had that!?! It's a pretty little thing. I wonder if it sounds as sweet as it looks?"

Let's wait for the verdict on what is magic and not, and what we can figure out with Detect Magic and Spellcraft. Don't want anyone cursed! Or possessed....


Roll20 link

The only magical thing in the first room is the wand, which is a wand of lesser restoration with 12 charges remaining. The items in the second vault, however, are a completely different story.

Vault items:
-The handaxe is a +1 handaxe. Both the blade and handle are covered in bloodstains that are very, very old.

-The collection of holy symbols appears to have a magical aura of the Abjuration school, but no other details are readily available.

-The book isn't just an ordinary book, opening it reveals it to be a mold-covered but still functional spellbook. I don't think any of you can use a spellbook, and most of the pages aren't readable through the mold, but it has nine pages that still hold usable spells. These include comprehend languages, dispel magic, false life, gust of wind, illusory script, levitate, mage armor, magic missile, and summon monster IV.

-The smith's hammer is a masterwork smith' hammer that grants a +2 bonus on craft checks (armor, weapons, and blacksmithing stuff). It has an aura of necromancy magic.

-The silver flute is a masterwork flute, and carries an aura of enchantment magic.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Once identified Park hands the wand to Andrei. "I think you're the only one of us that can easily use this. Hopefully you won't have need of one of us using it on you...." Looking over the other items he does take the War Razor. "It's different from my machete. But I can use it effectively. If nobody else wants to take it?"

I think we should take the non-magical things. How does everyone feel about the 5 items in the second vault? They were hidden and do seem like story items. I do feel like Park would want to take the flute....


Male Tiefling Lore Warden Fighter 2 gestalt Empiricst Investigator 2 | | HP: 22/22 | Perception +11 (+1 vs traps, darkvision 60), Sense Motive +11 | Speed 30 ft | AC 18 Touch 14 Flat 14 | CMD 16 (+2 vs deft) | Fort + 5, Reflex +7, Will +3 | Resist: Cold 5, Electricity 5, Fire 5 | Init +4 | Lv1 Extracts: 2/3 | Inspiration: 5/5 | Stamina: 4/4 | Active: Tears to Wine

Petyr's eyes take on a red hue as he studies the magical items, conferring with Park on what exactly they're looking at, and reporting all those items that register to him as inherently magical.
"Careful about calling them epithets, Park," Petyr warns. "If their spirits linger here, they might not appreciate name-calling."

The scholar shrugs when Park hands Andrei the wand. He was probably right. In a pinch, Petyr probably had a fifty percent chance of activating such a wand. But a wand was just like most tools--a bit of finesse, elbow grease, and effort, and it would eventually work.

The axe, hammer, and flute don't hold much inherent interest for him, but Petyr finds himself drawn to the odd collection of holy symbols and the spellbook. Professor Lorrimor had been the one to help Petyr understand some of the cosmological underpinnings of the multiverse manipulated and maintained by the gods. What gods had this prisoner worshiped, or at least acknowledged? Was it a particular pantheon? Gods united by a given domain or aspect? Or was it a hodgepodge that might not provide any clear notions at first glance?

Knowledge (religion): 1d20 + 11 + 1d6 ⇒ (13) + 11 + (5) = 29 What deities are represented, and can I begin making references to The Mummy?

And then the spellbook. Petyr takes out a handkerchief to hold up to his mouth as he begins delicately turning through the pages. "Although most of the spells have been erased, I might be able to gain something from this. There are...let's see...three spells that I should be able to duplicate in alchemical form given enough study. But beyond that..."

Knowledge (arcana): 1d20 + 8 + 1d6 ⇒ (4) + 8 + (6) = 18

Petyr gulps. Wizardry was not something he knew too much about beyond basic theory, but there were a handful of things that he did know. There were typically eight schools of magic. Some wizards, though not all, became specialists, eschewing studies of two schools of magic in order to focus more deeply on one. Of the nine spells represented here, all but enchantment was apparent, along with two spells of the conjuration school and two spells of the evocation school. And the strongest spell by far was this conjuration spell, suggesting a wizard of the 4th Circle at least.

"Beyond that I hope we don't encounter the spirit of the wizard who owned this spellbook. He was, by all accounts, quite powerful."

---

From a metagaming perspective, the placement and description of these certainly does seem to point to these items being plot significant. I'm guessing that they will offer a mixture of weal and woe, boon and bane to whoever holds them, tied to specific areas, haunts, or creatures, and we'll learn more as we go. So even if we are cursed, I want to take them so that we can lean into the mystery!

On Spellbooks and Formula Books wrote:
An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains.

In this case, Petyr will try to learn Comprehend Languages, False Life, and Levitate when he gets the chance.

Also, I absolutely forgot to throw free Inspiration on all of the above Spellcraft rolls! Let me do that real quick just in case it makes a difference on anything.

Inspiration:
Spellcraft, handaxe: 22 + 1d6 ⇒ 22 + (4) = 26
Spellcraft, holy symbol collection: 26 + 1d6 ⇒ 26 + (2) = 28
Spellcraft, moldy book: 15 + 1d6 ⇒ 15 + (1) = 16
Spellcraft, silver hammer: 29 + 1d6 ⇒ 29 + (5) = 34
Spellcraft, silver flute: 12 + 1d6 ⇒ 12 + (6) = 18
Spellcraft, wand: 11 + 1d6 ⇒ 11 + (1) = 12


HP 52/52 | AC 24 (t12, ff22) | CMD 21 | Fort +7, Ref +4, Will +5 | perception +14, sense motive +2; initiative +2 | active effects: --

Not sharing his companions' understanding of, or interest in, arcane magic, Andrei sticks the wand into one of the many leather loops on his belt and waits quietly while the others work to make sense of what they found.

Curses be damned, lets just take it all!


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Park sees Petyr scanning through the moldy spellbook and decides to pick up the flute. Maybe later he could try it and see how it sounded. He'd learned how to play years ago but hadn't had a flute to practice on....

"I guess we could pack these, rather than leaving them here where some innocent might find them."

With a bit of reluctance he stows the flute in his pack.


Male Tiefling Lore Warden Fighter 2 gestalt Empiricst Investigator 2 | | HP: 22/22 | Perception +11 (+1 vs traps, darkvision 60), Sense Motive +11 | Speed 30 ft | AC 18 Touch 14 Flat 14 | CMD 16 (+2 vs deft) | Fort + 5, Reflex +7, Will +3 | Resist: Cold 5, Electricity 5, Fire 5 | Init +4 | Lv1 Extracts: 2/3 | Inspiration: 5/5 | Stamina: 4/4 | Active: Tears to Wine

Petyr snickers, thinking of teenaged interlopers braving the prison on a dare, or young lovers trying not to be found out on an escapade. "If there were any innocents who came through here on a lark, they would almost certainly not have the skill, patience, or fortitude to find the things we have so far. The Way had a specific goal in mind, so either they knew about these and didn't care or didn't know and didn't bother."

And sufficiently determined looters would get what was coming to them. But Petyr doesn't say that.

Andrei, Park, and Petyr were none of the above. They also had a specific goal in mind. This was not looting. It was fact-finding.

"If you're really worried, Park, just say your prayers."


Roll20 link

Apologies, internet has been out for a bit, a wind storm did a number on some of the infrastructure in our area. It's back now though!

The holy symbol necklace is a collection of a lot of the good-aligned deities of Golarion. Symbols of Erastil, Torag, Iomaedae, Sarenrae, Shelyn, Desna, Pharasma and a few other smaller gods of protection make up the string of holy symbols. Notably, they are all holy symbols, with not a single evil aligned deity to be found. Beyond their general good/protection themes, there doesn't seem to be any other pattern.

The Mummy reference does appear to be apt, as it were.

Nothing untoward happens as you pick up each of the items, and appear to have no ill effects as you carry them.

Just to be clear on things though, who is taking which of the five items? Park has the flute and Petyr has the spellbook, what of the holy symbols, the axe, and the hammer?


HP 52/52 | AC 24 (t12, ff22) | CMD 21 | Fort +7, Ref +4, Will +5 | perception +14, sense motive +2; initiative +2 | active effects: --

As the resident strongman, I'll carry whatever those two don't want.


Male Tiefling Lore Warden Fighter 2 gestalt Empiricst Investigator 2 | | HP: 22/22 | Perception +11 (+1 vs traps, darkvision 60), Sense Motive +11 | Speed 30 ft | AC 18 Touch 14 Flat 14 | CMD 16 (+2 vs deft) | Fort + 5, Reflex +7, Will +3 | Resist: Cold 5, Electricity 5, Fire 5 | Init +4 | Lv1 Extracts: 2/3 | Inspiration: 5/5 | Stamina: 4/4 | Active: Tears to Wine

Petyr also took the necklace of holy symbols, though it and the spellbook are in his bag rather than around his neck. I feel like none of us should take any more than two of them. If I could volunteer Andrei to grab the weapons, that feels appropriate.

Leafing through the holy symbols, Petyr marvels at the collection. It even looked like there were some odd empyreal lords represented here, a dwarven god, and even an odd symbol from some of those ancient Osiriani gods. He had a vague recollection of some creatures that were particularly repelled by holy symbols. Wasn't there something called a redcapthat got sick or something when it encountered them? Hell, with how superstitious Park was acting, maybe he'd like to take them.

"I think that's everything here. Let's go to the furnace room next. I know we're not trying to figure out the cause of the original fire and nothing might have survived there, but I'd rather just check it out."


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

I'm at a medium load already. I'll say my prayers and just carry the flute.


HP 52/52 | AC 24 (t12, ff22) | CMD 21 | Fort +7, Ref +4, Will +5 | perception +14, sense motive +2; initiative +2 | active effects: --

"Sounds like as good a place to start as any," Andrei replies to Petyr's suggestion as he finishes packing up the rest of the stuff they'd found. Then, after drawing both his knives again, he follows his friend's directions towards the next location.


Roll20 link

Which way are you heading to the furnace room (S19), through S18 or S14 (infirmary)?


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

I vote for the infirmary. Doubtful that there's anything useful there. But we might be pleasantly surprised....


Male Tiefling Lore Warden Fighter 2 gestalt Empiricst Investigator 2 | | HP: 22/22 | Perception +11 (+1 vs traps, darkvision 60), Sense Motive +11 | Speed 30 ft | AC 18 Touch 14 Flat 14 | CMD 16 (+2 vs deft) | Fort + 5, Reflex +7, Will +3 | Resist: Cold 5, Electricity 5, Fire 5 | Init +4 | Lv1 Extracts: 2/3 | Inspiration: 5/5 | Stamina: 4/4 | Active: Tears to Wine

I'd rather continue the loop and keep back-tracking to a minimum, so I vote S18. We can get to the infirmary after the furnace room.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Either requires backtracking to S2. The stage area of S15 (where we walked through) is walled off from the audience area by iron bars. We have to go back to S2, then through the double doors to re-cross S15.

GM, correct me if I am wrong?

And we should take a look at S9 and S10. Looks like stairs, but S9 looks blocked. ??


Male Tiefling Lore Warden Fighter 2 gestalt Empiricst Investigator 2 | | HP: 22/22 | Perception +11 (+1 vs traps, darkvision 60), Sense Motive +11 | Speed 30 ft | AC 18 Touch 14 Flat 14 | CMD 16 (+2 vs deft) | Fort + 5, Reflex +7, Will +3 | Resist: Cold 5, Electricity 5, Fire 5 | Init +4 | Lv1 Extracts: 2/3 | Inspiration: 5/5 | Stamina: 4/4 | Active: Tears to Wine

Ah, I missed/forgot about the iron bars. So our paths are S2-S15-S18-S19 or S2-hallway-S14-S19. I still prefer the former, and not worrying about the stairs until we have finished exploring the first floor.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

OK


Male Tiefling Lore Warden Fighter 2 gestalt Empiricst Investigator 2 | | HP: 22/22 | Perception +11 (+1 vs traps, darkvision 60), Sense Motive +11 | Speed 30 ft | AC 18 Touch 14 Flat 14 | CMD 16 (+2 vs deft) | Fort + 5, Reflex +7, Will +3 | Resist: Cold 5, Electricity 5, Fire 5 | Init +4 | Lv1 Extracts: 2/3 | Inspiration: 5/5 | Stamina: 4/4 | Active: Tears to Wine

As the two bicker, Petyr turns to Andrei. "Well, tie-breaker?"


Roll20 link

Do we want to wait for Andrei, or maybe coinflip it?


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

No need. We can go with Petyr's route, S2-S15-S18-S19.


Roll20 link

Sounds good to me!

The other side of the bars looks much the same as it did from the top of the stage, with the exception that you're looking up at the stage instead of down from it.

The room is empty of anything of interest, but as you cross it, the three of you notice a sharp drop in temperature. At the same moment, what sounds like a small solid object being slammed into a piece of wood echoes through the room from the other side of the bars towards the stage.

Perception, Park: 1d20 + 8 ⇒ (11) + 8 = 19
Perception, Petyr: 1d20 + 9 ⇒ (14) + 9 = 23
Perception, Andrei: 1d20 + 8 ⇒ (7) + 8 = 15

Init, Petyr: 1d20 + 4 ⇒ (15) + 4 = 19
Init, Park: 1d20 + 5 ⇒ (10) + 5 = 15
Init, Andrei: 1d20 + 2 ⇒ (19) + 2 = 21

You have a feeling this is another haunt, different from the first you encountered. It'll act on init 10, so you have time to react before it does its thing.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

Park readies his weapon waiting for the haunt to manifest so he can attack it.

Ready attack? attack: 1d20 + 6 ⇒ (12) + 6 = 18 Machete with Soulblade damage?: 1d6 ⇒ 6


HP 52/52 | AC 24 (t12, ff22) | CMD 21 | Fort +7, Ref +4, Will +5 | perception +14, sense motive +2; initiative +2 | active effects: --

I'm assuming that at some point Petyr and Park have informed me that they can attack haunts with their weapons (rather than using up resources like fervor), so...

Andrei reflexively raises his hand to try to channel energy into the haunt, but remembers that his friends are capable of combating it with their weapons, so he pauses just short. Still, he can't quite bring himself to lower his hand or let go of the almost conjured energy.

I'll ready an action to lay hands on the haunt if it feels like its going to affect me. I'm not sure if that requires an attack roll, but I'll post one to avoid any slow down.
touch atack (if needed): 1d20 + 6 ⇒ (12) + 6 = 18
positive energy damage: 1d6 ⇒ 5


Male Tiefling Lore Warden Fighter 2 gestalt Empiricst Investigator 2 | | HP: 22/22 | Perception +11 (+1 vs traps, darkvision 60), Sense Motive +11 | Speed 30 ft | AC 18 Touch 14 Flat 14 | CMD 16 (+2 vs deft) | Fort + 5, Reflex +7, Will +3 | Resist: Cold 5, Electricity 5, Fire 5 | Init +4 | Lv1 Extracts: 2/3 | Inspiration: 5/5 | Stamina: 4/4 | Active: Tears to Wine

The drop in temperature draws Petyr forward towards the apparent source of the haunt, his hand drawing his blade and focusing his very life energy into the metal. He thinks through the manifestation to determine if there was any way to dismiss the haunt permanently.

Knowledge (religion): 1d20 + 11 + 1d6 ⇒ (2) + 11 + (5) = 18

Soulblade Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Haunt Dmg: 1d6 ⇒ 2

I'll spend 3 stamina to increase that attack to a 13 and hope that's enough to make the attack land. I'll just need to rest for a couple of minutes afterwards.


Roll20 link

With all of the attacks thrown at the manifesting haunt, it is seemingly enough to stop it.

Each of you feel the cold hands of some spirit rush out to touch you, but just as they appear they are gone. The drop in temperature follows suit immediately after, and it returns to normal.

Your knowledge of haunts doesn't reveal a way to get rid of it permanently for now, but it might have something to do with the spirits that inhabit this place.


Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 22/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 | Diplomacy: +15, Intimidate: +10 | AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 13/13 | Spells: 4/4 : 2/2 | Active: Tears to Wine, 2 points Con Damage

When the haunt apparently leaves Park looks around the area. "I don't like this. It's gone, but probably will come back. Either we avoid this route or we figure out how to get rid of it...."

Petyr, is the door ahead 'safe'?


Male Tiefling Lore Warden Fighter 2 gestalt Empiricst Investigator 2 | | HP: 22/22 | Perception +11 (+1 vs traps, darkvision 60), Sense Motive +11 | Speed 30 ft | AC 18 Touch 14 Flat 14 | CMD 16 (+2 vs deft) | Fort + 5, Reflex +7, Will +3 | Resist: Cold 5, Electricity 5, Fire 5 | Init +4 | Lv1 Extracts: 2/3 | Inspiration: 5/5 | Stamina: 4/4 | Active: Tears to Wine

Petyr shivers, asking for a few moments to breathe. "It should be easy enough to avoid going forward," he says. "But while we're here and unthreatened, let's see if there's anything else in here."

Just going by the usual SOP with a +22 Perception. If we don't find anything, Petyr will open the door.


HP 52/52 | AC 24 (t12, ff22) | CMD 21 | Fort +7, Ref +4, Will +5 | perception +14, sense motive +2; initiative +2 | active effects: --

Andrei grits his teeth and sighs. "No matter what route we take, I suspect that won't be the last haunt we come across."

Kukri in hand, he sets to helping Petyr search the area and adds, "maybe if we can get to the bottom of what happened here we can figure out how to free these accursed souls..."

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