Aldizog's Carrion Crown (PF1)

Game Master Aldizog

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Male Human Cleric (Roaming Exorcist) 1 Init +2 AC 16, touch 12, flat-footed 14 Hp 10/10 Fort +3 Ref +2, Will +5 Percpt +4 (+1 Haunts) Conditions Light

Theodore quickly halts sprinkling Quinn. Pointing to the Towers, the Roaming Exorcist states
Probably find the Haunts in those. Professor wanted information so the Warden's House, then?

Once that is settled, he continues to follow Quinn with suspicion....


M Init +1 | AC 18 T11 FF17 | HP 12/12 | Fort +4, Ref +1, Will +0 | Perception+1

Quinn walks slowly to the house, slowly opens the door, then ushers the others in. "It looks rather cramped really, go...go ahead."


NG Female Human | Wizard 1 | HP 9/9 | AC 18, Touch 14, FF 14 CMD 14 | Fort +2 Ref +4 Will +0 | Init +4 | Perception -2 | Speed 30ft | Conditions:
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, light, read magic, 1st: Alarm, Mage Armor, Reduce Person

Tiff looks longingly at the murky pond but enters when Quinn graciously opens the door. She looks around but is distracted by thoughts of junivile anatinae.

Perception: 1d20 - 2 ⇒ (13) - 2 = 11


Ismene gives Quinn a bracing pat on the back, "Just remember that it is not your own sensory perception at all, merely the psychic resonance of this place." She says in what she hopes is a reassuring tone.

Adjusting her lenses, she follows Tiff inside and peers about.

Perception: 1d20 + 4 ⇒ (19) + 4 = 23


This small brick manor house is overgrown with thick sheets of gray-green ivy. The roof sags ominously, and the front door hangs askew.

It shows no signs of fire damage, but the years have taken their toll. There doesn't seem to be anything of value. The place was thoroughly looted over the past 50 years.

Ismene notices that the building is unstable, and could collapse at any minute.

Assuming you are moving on.

Towers (NW or SW), Warden's House, Prison, Cesspit, or Murky Pond?


Male Human Cleric (Roaming Exorcist) 1 Init +2 AC 16, touch 12, flat-footed 14 Hp 10/10 Fort +3 Ref +2, Will +5 Percpt +4 (+1 Haunts) Conditions Light

Theodore ventures up to (but not into) the dilapidated house. The Cleric peers inside for a brief moment, before stepping off the porch and stepping in the direction of the Prison....


Male Varisian Human L1 Dirge Bard - devoted to Desna

Prison sounds good to me too. That is where the interesting stuff will be


A two-story stone building looms in the center of the prison grounds. Ivy and moss cling tenaciously to the walls, while above the wooden shingles of the roof are often missing entirely, exposing the wooden rafters of the upper structure to the sky. Here and there, leering stone gargoyles perch on the eaves, once functioning as drainspouts and decorations but now seeming almost to serve a more ominous role of sentinels.

Many of these stone decorations have crumbled away and lie in ruined piles on the soggy ground below. Windows in the building’s facade are narrow and blocked by grills of rusty iron bars. Stone columns support a slumping wooden balcony over the building’s wooden front doors, both of which hang askew and reveal dark glimpses of chambers within.

Perception:
Ismene: 1d20 + 4 ⇒ (10) + 4 = 14
Marill: 1d20 + 5 ⇒ (17) + 5 = 22
Quinn: 1d20 + 1 ⇒ (15) + 1 = 16
Theodore: 1d20 + 4 ⇒ (19) + 4 = 23
Tiff: 1d20 - 2 ⇒ (14) - 2 = 12

Marill, Quinn, and Theodore notice something. The ivy and grass have been cleared along the edge of the building where the foundation meets the ground, and along this edge a series of sinuous runes has been etched and then smeared with blood. The runes go around the entire building’s foundation save for the northeast corner, where part of the building has flooded and the foundation has crumbled away.

The runes themselves are written in Varisian, and among numerous magical incantations, repeat the name Lyvar Hawkran dozens of times.

Knowledge (Arcana/Religion):
Ismene: 1d20 + 8 ⇒ (11) + 8 = 19
Marill: 1d20 + 6 ⇒ (20) + 6 = 26
Theodore: 1d20 + 5 ⇒ (15) + 5 = 20
Tiff: 1d20 + 7 ⇒ (18) + 7 = 25

Ismene almost has it, the answer is on the tip of her tongue, but she can't quite divine the meaning of the runes. Marill, Theodore, and Tiff can each tell that the runes seem to have been part of a larger ritual that involved both abjuration and necromantic magic. You might be able to determine more about the runes with access to better resources.

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