Aldizog's Carrion Crown (PF1)

Game Master Aldizog

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Male Varisian Human L3 Dirge Bard - devoted to Desna

Sorry for the delay. I've been quite sick the last few days. Should make a proper post tomorrow


NG Female Human | Wizard 4 | HP 30/30 | AC 16, Touch 15, FF 12 CMD 17 | Fort +4 Ref +6 Will +3 | Init +4 | Perception -2 | Speed 30ft | Conditions: Loot
Usable/day:
Arcane Bond 0/1, Battleshaping 6/6

Tiff peers downward at whatever it is that everyone is poking at. She finds her poking stick to join in on the fun.


The laundry attacks you!

Bursting out of the pile is a flailing jacket. Straps adorned with heavy metal buckles extend out of the sleeves.

Initiative:
Ismene: 1d20 + 2 ⇒ (14) + 2 = 16
Marill: 1d20 + 3 ⇒ (10) + 3 = 13
Quinn: 1d20 + 1 ⇒ (14) + 1 = 15
Theodore: 1d20 + 2 ⇒ (20) + 2 = 22
Tiff: 1d20 + 4 ⇒ (13) + 4 = 17
Jacket: 1d20 - 1 ⇒ (7) - 1 = 6

Knowledge (Arcana) DC 14:
This is another animated object, a straitjacket. It can grab and constrict those that it hits. Fortunately, it is only made of cloth and so should not be as hard to damage as the manacles were.

Round 1
Theodore
Tiff
Ismene
Quinn
Marill

Laundry


Male Varisian Human L3 Dirge Bard - devoted to Desna

Know Arcana: 1d20 + 6 ⇒ (16) + 6 = 22

"Damn, another animated object. But at least it isn't made of metal so should be easy to damage"

Attack: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d4 + 4 ⇒ (4) + 4 = 8


Male Human Cleric (Roaming Exorcist) 4 Init +2 AC 18, touch 13, flat-footed 16 Hp 31/31 Fort +6 Ref +3, Will +8 (+2 Fear) Perception +7 (+2 Haunts/ Incorporeal ) Conditions Light

Knowledge (arcana) (Int) DC 14: 1d20 + 5 ⇒ (5) + 5 = 10

Theodore only sighs as the insane in the membrane jacket begins it's antics.
Anyone got any fire?

The Cleric then proceeds to rummage through his pack for his torches and flint....

He does take a Step back.


M Init +1 | AC24 T13 FF23 | HP 36/36 | Fort +7, Ref +3, Will +4 | Perception+3 || Healing Rod: Is Lu Qu Th Ti

Quinn sighs and takes a swing at the jacket. "This shouldn't surprise me anymore!"

attack, 2h: 1d20 + 5 ⇒ (6) + 5 = 11
damage, 2h: 1d8 + 4 ⇒ (5) + 4 = 9


Both Marill and Quinn hit, tearing the jacket!

But it is still up and flailing.
-17 HP

Tiff and Ismene are up!


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Knowledge(Arcana): 1d20 + 15 ⇒ (4) + 15 = 19

"Fire, yes. That's my cue!" Ismene takes a step in front of Theodore to clear her line of sight, combining her reagents and lobbing a bomb at the straightjacket.

Ranged Touch Bomb Attack: 1d20 + 4 ⇒ (12) + 4 = 16 Bomb Fire Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Splash is 7 fire damage, Reflex DC 17 for half. Sparing Tiff and Quinn the damage in case they move close enough to be splashed.


NG Female Human | Wizard 4 | HP 30/30 | AC 16, Touch 15, FF 12 CMD 17 | Fort +4 Ref +6 Will +3 | Init +4 | Perception -2 | Speed 30ft | Conditions: Loot
Usable/day:
Arcane Bond 0/1, Battleshaping 6/6

Tiff uses her head and grows a set of sharp antlers.

Ramen speed: 1d20 + 5 ⇒ (10) + 5 = 15
Piercing: 1d6 ⇒ 5


The jacket is burnt and gored. Now only tatters, it still moves and attacks!

Jacket at -31 HP

Slam #1 on Tiff: 1d20 + 5 ⇒ (8) + 5 = 13

Slam #2 on Quinn: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Grab?: 1d20 + 6 ⇒ (9) + 6 = 15

It hits Quinn, and starts to wrap its sleeves around his neck. The warrior is just barely able to break free before it can secure a hold on him.

Party up! It is AC 9 and has 5 HP left, so feel free to narrate your attacks.


Male Human Cleric (Roaming Exorcist) 4 Init +2 AC 18, touch 13, flat-footed 16 Hp 31/31 Fort +6 Ref +3, Will +8 (+2 Fear) Perception +7 (+2 Haunts/ Incorporeal ) Conditions Light

Theodore calmly rummages through his pack.
Now where did that tinder get to?


Male Varisian Human L3 Dirge Bard - devoted to Desna

Marill takes his starknife and weaves it in the shape of a butterfly, ending one of the wings hitting into the cloth.

attack: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d4 + 4 ⇒ (3) + 4 = 7


M Init +1 | AC24 T13 FF23 | HP 36/36 | Fort +7, Ref +3, Will +4 | Perception+3 || Healing Rod: Is Lu Qu Th Ti

Quinn squawks at the surprisingly solid hit from the shredded jacket but shrugs off the worst of it before Marill tears the rest of it apart. "I thought it had me! Wonderful assist, Mr. Marill. Now, a spot of healing wouldn'tgo awry..."


The animated straitjacket destroyed, you search the room.

There is, again, nothing of value.

Do you open the secret door?

Might want to heal up Quinn first before proceeding. You have the Rod of Healing and of course spell slots and Channels.


M Init +1 | AC24 T13 FF23 | HP 36/36 | Fort +7, Ref +3, Will +4 | Perception+3 || Healing Rod: Is Lu Qu Th Ti

Quinn hits himself with the healing rod after a look from Tiff.

Healing: 1d8 + 1 ⇒ (8) + 1 = 9

Then through the secret door!


Male Human Cleric (Roaming Exorcist) 4 Init +2 AC 18, touch 13, flat-footed 16 Hp 31/31 Fort +6 Ref +3, Will +8 (+2 Fear) Perception +7 (+2 Haunts/ Incorporeal ) Conditions Light

Theodore frowns at the voice inside his head suggesting his Channels be use for something other than Haunts, Ghosts, Skeletons, Zombies, and of course, pesky crawling hands.....

He ahems before nodding his approval of the Rod usage when not in immediate death woes....

He follows Quinn.
In my day, we had to use some tree bark and tree sap for healing our boo-boo....


Tangled mounds of moth-eaten fabric sit on several wooden tables, each surrounded by workbenches. Various sewing tools such as shears, needles, rolls of thread, boxes of chalk, and other objects lie scattered over the floor, while the arm of what appears to be a skeleton protrudes from a stained heap of fabric to the west.

Rising from the mound of moldering fabric is a spectral figure. A beautiful young woman dressed in a tattered but lovely blue dress. In fact, much about her is blue, including her hair, the tears that run from her pale blue eyes, and the clouds of smoke that drift from her lips when she speaks.

Knowledge (Religion):
Ismene: 1d20 + 12 ⇒ (19) + 12 = 31
Marill: 1d20 + 7 ⇒ (16) + 7 = 23
Quinn: 1d20 + 4 ⇒ (15) + 4 = 19
Theodore: 1d20 + 6 ⇒ (12) + 6 = 18
Tiff: 1d20 + 8 ⇒ (10) + 8 = 18

Everybody recognizes this particular spirit as a ghost.

The ghost speaks. She seems slightly distracted, her thoughts a bit scattered, but still fairly lucid.

"You, you are the new guards? Sent from town, yes? The ones before were no good. The cowards locked me in here for my own 'safety'. And you see how well that worked.
There is much we must do. My husband, Lyvar... I can no longer sense his spirit nearby. The robed ones these past few months, it was them, I think. Took him. Now Father Charlatan is gone, and the Piper, but the three that remain grow in strength.
Will you aid me?
Oh. Where are my manners? I am the late Vesorianna Hawkran."


M Init +1 | AC24 T13 FF23 | HP 36/36 | Fort +7, Ref +3, Will +4 | Perception+3 || Healing Rod: Is Lu Qu Th Ti

Quinn hardly seems fazed by the spectral figure and doffs his hat respectfully. "Well Missus, I suppose that's accurate in a sense. We're tryin' to clear all these murderous spirits out, so if that'll do you some good too, well then anything you might be able to help us out with in return'd be mighty appreciated. It's only right to help set troubled spirits to rest. Lookin' for Lyvar, I take it? I'm Quinn Harwood, I'll let the rest of my companions introduce 'mselves. You don't happen to be stuck here in this plane because of some curse from the gods, do you?"


Male Human Cleric (Roaming Exorcist) 4 Init +2 AC 18, touch 13, flat-footed 16 Hp 31/31 Fort +6 Ref +3, Will +8 (+2 Fear) Perception +7 (+2 Haunts/ Incorporeal ) Conditions Light

Knowledge (religion) (Int): 1d20 + 6 ⇒ (5) + 6 = 11

Theodore calmly smiles at the apparition, as she begins speaking to them.

Spirit Sleuth (Ex):

At 2nd level, upon interacting with a rejuvenating spirit or haunt for the first time (such as by attacking the spirit or channeling energy to damage the haunt), a roaming exorcist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit or haunt (DC = 10 + the undead creature’s Hit Dice or the haunt’s CR).

Sense Motive (Wis): 1d20 + 8 ⇒ (3) + 8 = 11

The Roaming Exorcist begins speaking to her, while reading her.
Good afternoon, Mrs Vesorianna Hawkran. I am Theodore Samuel Walden Carter. We are indeed attending to the misguided spiritual influencers about this poor, sad place. We would certainly be honored to assist you with your own personal issues.

Diplomacy (Cha): 1d20 + 7 ⇒ (1) + 7 = 8

Apparently this isn't his particular day ...


At least I already rolled your Knowledge check, Theodore...

Vesorianna Hawkran ponders a moment. Wisps of blue smoke emanate from her nostrils.

"Cursed? Not exactly. I think...

I think it was my devotion to my husband. That was what brought me to this place, and so it is what keeps me here.

He didn't come home for dinner, you see. Venison stew, one of his favorites. Our house, the warden's house, is on the grounds of the prison, near the main building. Not a long walk at all.
The prisoners had rioted and taken over the dungeon. My husband triggered a deadfall that trapped him and the prisoners on that level, so at least they could not escape.

I tried to organize the guards above to rally and stage a rescue, but they would not hear of it. I tried to lower the service lift to bring Lyvar and other guards to safety, but in my haste I fear I caused it to crush him. If they had only worked with me to lower it..."
She weeps quietly.

"The guards up top locked me in this workshop while they tried to contain the situation. Somehow they set the dungeon on fire with barrels of oil, and... and they never released me from this room. Forgot about me in their panic, I suppose, if I am being charitable. You can see that this room did not burn, but the smoke still came in. So much smoke.

Why should my devotion to my husband keep me here? Because he stayed. He gave his life to prevent the criminals from escaping, and then he stayed on in death to keep their spirits confined here. I could not see nor speak to his spirit, but I sensed it was nearby and I sensed it was keeping the spirits of the evil dead imprisoned.

And then the others came, the ones in robes, and they did things, and then my husband's spirit left this place. The ghosts of the Five grew in strength and reached out to the world beyond these walls. I stepped in. I was able to send on Father Charlatan and the Piper of Ilmarsh after you defeated them. They will not return.

You did well to defeat those two. I can sense the remaining spirits, especially the Splatter Man, seeking to push out into the surrounding countryside and into Ravengro. I hold them back, but they grow stronger every day."


Male Human Cleric (Roaming Exorcist) 4 Init +2 AC 18, touch 13, flat-footed 16 Hp 31/31 Fort +6 Ref +3, Will +8 (+2 Fear) Perception +7 (+2 Haunts/ Incorporeal ) Conditions Light

The Pharasman actually sheds a tear at hearing of her bravery and self imposed duty.
I am honored to meet such a wonderful person as yourself, Ma'am. Your efforts here probably have saved many people. We shall do our best to rid these walls of the others, so that you may know peace.

The Cleric bows formerly to her.


NG Female Human | Wizard 4 | HP 30/30 | AC 16, Touch 15, FF 12 CMD 17 | Fort +4 Ref +6 Will +3 | Init +4 | Perception -2 | Speed 30ft | Conditions: Loot
Usable/day:
Arcane Bond 0/1, Battleshaping 6/6

Tiff appears to be taking notes which she will never look at again. She asks some burning questions, "So who were those people that did things? Any distinguishing marks? Height? Weight? Ethnicity? Tattoos perhaps? Oh! Carried any holy symbols? What did they do exactly to release all the spirits? We saw the script outside mention your husband, probably has something to do with it."

Tiff continues on without waiting for answers and asks more questions, "Can you tell us where the other spirits are? Or even what they're capable of? Or how to help lay them to rest? Sammy's doing his best but, mama always said she dropped him a lot, mama was clumsy like that."


The ghost nods at Theodore's bow.

"Those who came and did things? Yes. The ones in robes. Men and woman in dark robes who spoke only in whispers. They worked some strange magic around the foundations of the building. Inscribing runes.

Their leader was a thin, gray-skinned human. He wore a bone breastplate and carried a black staff. The staff was capped with a skull gagged by a black cloth.

There was another man that they slew. He was investigating, I think, and perhaps not intending to confront them directly, but they spotted him. An aging human, with receding grey hair and a goatee."
This matches the description of Professor Lorrimos.

"The leader slew him with a magic spell; it appeared that the older man died of fright. Then the other robed ones struck his head with fragments of a gargoyle statue. To make it seem an accident, I suppose.

After that was accomplished, they continued their ritual where I could not see.
But I could feel it. Like a storm, but chilling the soul instead of the flesh. It felt as if I was being pulled apart or away or both. The feeling passed, but then I could no longer sense the presence of my husband, Warden Lyvar Hawkran.

I have felt nothing of him, nor seen the black-robed cultists, since that day.

As to the remaining three spirits, I believe them to be in the dungeon. If you can defeat their manifestations, I can keep them from returning. There are objects of value that once belonged to these spirits, and the objects may have power against them. These might be in the prison’s property room to the southeast. However, while these objects will aid you, they are likely also cursed by their unholy link to those powerful evil spirits. They would be dangerous tools to use."

The room is the one past the locked iron door (DC 30 Disable Device, or DC 28 Strength).

"Do you have other questions?"


M Init +1 | AC24 T13 FF23 | HP 36/36 | Fort +7, Ref +3, Will +4 | Perception+3 || Healing Rod: Is Lu Qu Th Ti

Quinn gets quiet during the ghost's story and his eyes get a but tighter as she expounds upon her goodness and why she's staying. He crosses his gauntleted arms over his chest.

As they discuss details of the other spirits haunting the building, Quinn stares off into space with intense focus. As the other conversation continues, he mutters, "Luna, perhaps I've misjudged you."

He looks back to the apparition, his companions, and yhe conversation he only half-listened to. "Relics! Yes, I'm sure we could use the assistance against these restless spirits. We could try the door again...but there's also the upstairs. Perhaps we could tear up the floorboards of the room above and descend into that inaccessible space?"


"I fear the prison is too solidly built for that, sir. The floors are of stone."

"My husband would have had the keys. His remains are in the basement somewhere."


Male Human Cleric (Roaming Exorcist) 4 Init +2 AC 18, touch 13, flat-footed 16 Hp 31/31 Fort +6 Ref +3, Will +8 (+2 Fear) Perception +7 (+2 Haunts/ Incorporeal ) Conditions Light

Theodore frowns.
To unlock the door that allows access to paraphernalia that could assist end the Three Haunts in the basement, we need only get the keys from our poor deceased Warden, whose remains are in the dungeon, along with said Three Haunts.

The Pharasman looks up.
I believe that sums it up.


Male Varisian Human L3 Dirge Bard - devoted to Desna

"You are truly a brave woman. Would you object if I said a prayer to Desna over you before we proceed? While I am NOT a Cleric of her, I truly believe that I do her work and have her blessing"


NG Female Human | Wizard 4 | HP 30/30 | AC 16, Touch 15, FF 12 CMD 17 | Fort +4 Ref +6 Will +3 | Init +4 | Perception -2 | Speed 30ft | Conditions: Loot
Usable/day:
Arcane Bond 0/1, Battleshaping 6/6

Tiff looks to Sammy to Quinn and then to Marill, "Burying the lead! Petros was murdered! I have half a mind to give those necromancer's a piece of my mind, violently! You know, more so now."

She snaps her fingers! Loudly! And says, "Ok! Ok! Maybe we can pawn some stuff and buy Ismene some better tools. I can shrink her so she doesn't have to stoop so low, and Samny you can give her some of that divine guidance you were always bragging about. Maybe just maybe, then we can get that door open. One plus two plus two plus one!"

Pool resources to buy MW Thieve’s tools, I cast reduce person and/or Ismene uses reduce person extract, and Samny casts guidance over and over. +6+2+1+1 and take 20 gets to DC 30.


Kendra Lorrimor can certainly give you the coin for MW thieves' tools as a reward for finding out the truth about her father's death, and can point you to a vendor.

The spirit of Vesorianna Hawkran continues.

"The room south of here is the Branding Room, where new inmates were branded with irons marking them as prisoners of Harrowstone. There are restless spirits there as well that cannot rest until the last three powerful criminal spirits are destroyed."

Another haunt that you don't need to bother with at this time.

So back to Lorrimor Place?


Male Human Cleric (Roaming Exorcist) 4 Init +2 AC 18, touch 13, flat-footed 16 Hp 31/31 Fort +6 Ref +3, Will +8 (+2 Fear) Perception +7 (+2 Haunts/ Incorporeal ) Conditions Light

Theodore is definitely ready for a Brandy.


NG Female Human | Wizard 4 | HP 30/30 | AC 16, Touch 15, FF 12 CMD 17 | Fort +4 Ref +6 Will +3 | Init +4 | Perception -2 | Speed 30ft | Conditions: Loot
Usable/day:
Arcane Bond 0/1, Battleshaping 6/6

Tiff begins to walk out the door, confident in her convoluted plan.


M Init +1 | AC24 T13 FF23 | HP 36/36 | Fort +7, Ref +3, Will +4 | Perception+3 || Healing Rod: Is Lu Qu Th Ti

Quinn thinks it over. Physically, he's able to keep going. Mentally, emotionally, he could use the break. "We can return, certainly. It would be good to take time to care for a few other affairs."


Male Varisian Human L3 Dirge Bard - devoted to Desna

"Yes, lets return. I could definitely use a bit of a break from this place"


The party is able to make their way back to the Lorrimor house without any trouble. It is around noon. Kendra welcomes you.

"Back so soon? Will you join me for lunch?
Please, tell me what you have found, and how I can be of help."


Linguistics in place of Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27
Before following the group, Ismene approaches the apparition. "Thank you, for your long service. You should know, your husband's sacrifice did not go unmarked. He is widely known as a great man who made a brave choice in the face of terrible circumstances." She turns to go, but then remembers the letter writ in blood.

"Do the other ghosts know about you, that you work against them. If so, beware, the spelling has already begun beyond the confines of the prison. It started with 'V'..." And with that she takes her leave.

*******

"Yes, do let's sit down to to a bite, Kendra. We have some news that may be hard to hear, though it should not come as a shock to you." She said as she stood ready to give comfort, if it was needed.

Didn't want to usurp the big reveal since I was largely absent during the big exposition scene. XD


NG Female Human | Wizard 4 | HP 30/30 | AC 16, Touch 15, FF 12 CMD 17 | Fort +4 Ref +6 Will +3 | Init +4 | Perception -2 | Speed 30ft | Conditions: Loot
Usable/day:
Arcane Bond 0/1, Battleshaping 6/6

Tiff will be tactless if she says it. So I was waiting on someone with a modicum of awareness of the room.


Male Human Cleric (Roaming Exorcist) 4 Init +2 AC 18, touch 13, flat-footed 16 Hp 31/31 Fort +6 Ref +3, Will +8 (+2 Fear) Perception +7 (+2 Haunts/ Incorporeal ) Conditions Light

Theodore simply sips his Brandy, nodding in concert with Ismene's recitation of recent events.

He does continually glance over at Quinn, scratching his beard then quickly shaking his head...


M Init +1 | AC24 T13 FF23 | HP 36/36 | Fort +7, Ref +3, Will +4 | Perception+3 || Healing Rod: Is Lu Qu Th Ti

Quinn spends most of the walk back jumping at shadows and occasionally muttering to himself, trying to remain composed but clearly a bit distracted from that effort.

Back with Kendra, he tries to pull himself together and takes the cue from Ismene. "Uhm, Miss Lorrimor, we have heard evidence, hearsay though it may be, that your father, the good Professor, was murdered with intent within the confines of the sanitarium, and that his death was made to seem like an accident. A cover-up, by the murderers. We are working to determine the identities of who done it with a cooperative witness - a...a friendly ghostly spirit," he says with some degree of wonder, "and we six will do everything we can to bring these murderers to justice."


NG Female Human | Wizard 4 | HP 30/30 | AC 16, Touch 15, FF 12 CMD 17 | Fort +4 Ref +6 Will +3 | Init +4 | Perception -2 | Speed 30ft | Conditions: Loot
Usable/day:
Arcane Bond 0/1, Battleshaping 6/6

Tiff complains, "But first we have to deal with all the apparitions those guys set loose! Apparently warden Hawkran's spirit was keeping all the nasty ones in check and whatever these necromancers," she sticks out her tongue in disgust, "did got rid of him."

She continues, "Anyway, Versonia thinks she can hold them back if we can weaken them. She suggested we look in the property room, whatever that means, for things to fight them. But! The door is locked and Ismene needs better tools to pick it, and some transmutation, and divination, its all very complicated, to pick it. We need to buy the tools, which I'm sure are very expensive."

Tiff pulls out her coin purse, which expels a puff of smoke when opened and lays out her meager funds. 3gp, 9 sp, 10 cp.


Kendra nods quietly as you relate your tale.

"I had that fear in the back of my mind. Ever since I saw that journal. The Whispering Way. So from then I had the thought that either he was killed not by some accident, but either by agents of the Whispering Way, or by the spirits of Harrowstone.
At least now I know the truth."

"Lockpicks? I happen to know that Luramin Taigh at the Silk Purse has a very good set. He is a moneylender, you see, and it happens from time to time that those who cannot pay claim that the funds are in a lockbox or safe that they 'misplaced' the key to. So he has developed the skill of opening such locks out of professional necessity.
I will handle that. Consider it part of my contribution to your investigations."

She will go out and get those after this conversation is done, so feel free to add them to your sheet.

"As well, this may be of use."
She brings out a leather-bound tome.

"My father's spellbook. It will take you time to decipher his writing, of course, but you can copy spells that may be useful. I even have some ink you can use."

His spellbook is not provided anywhere in the AP, but it should absolutely be available to the PCs. So here is what I will do.

The spellbook contains the following:
0: All Core cantrips
1: Alarm, Endure Elements, Protection from Evil, Comprehend Languages, Identify, Mage Armor, True Strike, Feather Fall, Sleep, 1d4 ⇒ 4 others (75% chance if Core, 50% chance if non-Core)
2: Arcane Lock, Book Ward, Knock, Aram Zey's Focus, See Invisibility, False Life, Darkvision, Spider Climb 1d3 ⇒ 1 others (same chances)
3: Dispel Magic, Phantom Steed, Revelation, Halt Undead, Gaseous Form, 1 other
4: Remove Curse, Detect Scrying, Resilient Sphere, 1 other

If you want to check if a spell is in there, post it and roll.
Kendra can also provide 500 GP in scribing materials at this time.


NG Female Human | Wizard 4 | HP 30/30 | AC 16, Touch 15, FF 12 CMD 17 | Fort +4 Ref +6 Will +3 | Init +4 | Perception -2 | Speed 30ft | Conditions: Loot
Usable/day:
Arcane Bond 0/1, Battleshaping 6/6

Tiff gasps as Kendra hands over Lorrimore's spellbook, "Kendra are you sure? Surely it has sentimental value to you." She begins paging through the tome her eye bulging with barely contained excitement.

I don't have anything pressing that I can think of at the moment. Open to suggestions.


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"Well I'm not giving it to you to keep, but you may borrow it to study and transcribe spells."


NG Female Human | Wizard 4 | HP 30/30 | AC 16, Touch 15, FF 12 CMD 17 | Fort +4 Ref +6 Will +3 | Init +4 | Perception -2 | Speed 30ft | Conditions: Loot
Usable/day:
Arcane Bond 0/1, Battleshaping 6/6

Tiff slams the heel of her hand to her forehead, "Ooooooh! That makes sense now."

I thought we were already borrowing it. But the scribing materials are welcome. I'll remove it from the loot sheet after we're done hanging around Kendra.


Forgot that I had already done the spells over in Discussion. The correct list:

Abjuring Step, Alarm, Air Bubble, Comprehend Languages, Crafter’s Fortune, Cultural Adaptation, Detect Undead, Endure Elements, Erase, Fastidiousness, Feather Fall, Floating Disk, Hold Portal, Identify, Mage Armor, Magic Missile, Mindlink, Pierce Facade, Protection from Evil, Sleep, True Skill, True Strike, Vanish

Aram Zey's Focus, Arcane Lock, Book Ward, Carrion Compass, Command Undead, Invisibility, Levitate, Obscure Object, Resist Energy, Spider Climb, Suppress Charms and Compulsions

Arcane Sight, Clairvoyance/Clairaudience, Dispel Magic, Force Anchor, Gaseous Form, Glimpse the Hidden, Halt Undead, Lightning Bolt, Magic Circle Against Evil, Nondetection, Pierce Disguise, Secret Page, Suggestion, Tiny Hut, Tongues, Wind Wall

Arcane Eye, Detect Scrying, Eyes of the Void, Hypercognition, Remove Curse, Purge Spirit, Resilient Sphere, Scrying, True Form


Male Human Cleric (Roaming Exorcist) 4 Init +2 AC 18, touch 13, flat-footed 16 Hp 31/31 Fort +6 Ref +3, Will +8 (+2 Fear) Perception +7 (+2 Haunts/ Incorporeal ) Conditions Light

Theodore calmly places his empty glass down on the side table.
Anyone else famished? Ghost hunting, haunt destroying, murder solving brings quite an appetite.

The gentleman then frowns at his empty glass.


Theodore Samuel Walden ... wrote:

Theodore calmly places his empty glass down on the side table.

Anyone else famished? Ghost hunting, haunt destroying, murder solving brings quite an appetite.

The gentleman then frowns at his empty glass.

"Of course. As I said, you must join me for lunch."

Kendra pours Theodore another brandy.

"After that, I will go speak with Luramin Taigh about lockpicks, and Ismene and Theophania may take the time to peruse my father's spellbook."

It being a bit early for brandy by her own estimation, Kendra sips a cup of tea.

"You say the spirit of Vesorianna Hawkran is holding the spirits in check for now?"
If Ismene has shared her thoughts about the 'V' on the memorial then Kendra nods to her.

"Yes. The Splatter Man is spelling out Vesorianna's name, it seems. He seeks to target her."


Ismene takes stock of the spellbook briefly. "My formulae are bit different from a wizard's spells. But I do see a few here that I can convert. Thank you, Kendra, we will take utmost care with it."

Ismene can copy Abjuring Step, Crafter's Fortune, Comprehend Languages, Detect Undead, Identify, and True Strike. Which will consume 60 gp in Materials and take 6 hours. Take 10 on Spellcraft checks to ensure no mistakes for a total of 18.
Eventually, she will want Invisibility, Levitate, Resist Energy, and Spider Climb. But as she won't have access to level 2 spell extracts until 4th level, it makes more sense to give Tiff the lion's share of the scribing gp. Ismene would be able to make use of some alchemical crafting supplies, were that to be made available... =D

GM Aldizog wrote:

"You say the spirit of Vesorianna Hawkran is holding the spirits in check for now?"

If Ismene has shared her thoughts about the 'V' on the memorial then Kendra nods to her.

"Yes. The Splatter Man is spelling out Vesorianna's name, it seems. He seeks to target her."

Ismene nods, "Yes, though I can't help but wonder about the mechanics of it all. If his spirit is still trapped, how is he spelling upon the monument outside? With what blood? Person... animal? And how can one ghost murder another? Surely they cannot die twice..." Ismene shakes her head at the unfathomable predicament as she gratefully accepts a cup of tea.

"And what about this mysterious necromantic cabal? If the Professor observed them at the prison, is it possible other locals did as well? Did they travel from some distance and simply had their passage unremarked or are they hiding in plain sight among the populace?"

"Too many questions and not enough answers. All I know for certain is we'd better load up on holy water. There seems to be no end of spectral activity."


Ismene Albus wrote:
Ismene can copy Abjuring Step, Crafter's Fortune, Comprehend Languages, Detect Undead, Identify, and True Strike. Which will consume 60 gp in Materials and take 6 hours. Take 10 on Spellcraft checks to ensure no mistakes for a total of 18.

For wizards at least, it is 1 hour to learn a spell and (spell level) in hours to scribe it. So a wizard would need 2 hours for a 1st-level spell. Is it different for alchemists?

Ismene Albus wrote:
Ismene nods, "Yes, though I can't help but wonder about the mechanics of it all. If his spirit is still trapped, how is he spelling upon the monument outside? With what blood? Person... animal? And how can one ghost murder another? Surely they cannot die twice..." Ismene shakes her head at the unfathomable predicament as she gratefully accepts a cup of tea.

"We've seen the effects of the spirits reaching out beyond the prison. Zombies in the streets. The little girls singing that disturbing song. Perhaps we will learn more."

Ismene Albus wrote:
"And what about this mysterious necromantic cabal? If the Professor observed them at the prison, is it possible other locals did as well? Did they travel from some distance and simply had their passage unremarked or are they hiding in plain sight among the populace?"

"I hadn't heard anything. It came as a surprise to me when we read Father's journal. But as you saw, he had entries referencing the Whispering Way from ten years ago. Perhaps he saw some signs of their presence that others would miss. Others might not have seen them at the prison because the locals tend to avoid that place.

I do wish Father had confided in others... Vauran Grimburrow maybe... but as he wrote, he didn't want to arouse further suspicion of himself by making his interest in the Harrowstone ruins known.
You could take some time to ask around but you would need to be very subtle in what you ask. You certainly couldn't ask openly about this cult."

Ismene Albus wrote:
"Too many questions and not enough answers. All I know for certain is we'd better load up on holy water. There seems to be no end of spectral activity."

You have 6 flasks right now.

"How much more do you need? I can try... you need powdered silver? I could have a silversmith grind down some candlesticks... Wait, you need five pounds of powdered silver for a single flask? I don't think I have that much. Perhaps Father Grimburrow will donate to this worthy cause."

Theodore is pretty certain that he could simply ask and the Church of Pharasma would provide a reasonable amount (let's say 4 flasks, with the potential for more if these are expended to some successful effect).


M Init +1 | AC24 T13 FF23 | HP 36/36 | Fort +7, Ref +3, Will +4 | Perception+3 || Healing Rod: Is Lu Qu Th Ti

"If this Whisperin' Way is coming here to mess with an asylum, and The Professor has seen 'em elsewhere, there's really no tellin' what sort of mischief they're getting up to. Maybe we can find out more about 'em and what their goals are back there. We should look, at least."


Reposting this from before:

Theodore knows about Whispering Way:
DC 10: The Whispering Way is a sinister organization of necromancers that has been active in the Inner Sea region for thousands of years.
DC 15: Agents of the Whispering Way often seek alliances with undead creatures, or are themselves undead. The Whispering Way’s most notorious member was Tar-Baphon, the Whispering Tyrant, although the society itself has existed much longer than even that mighty necromancer.
DC 20: The Whispering Way itself is a series of philosophies that can only be transferred via whispers—the philosophies are never written or spoken of loudly, making the exact goals and nature of the secretive philosophy difficult for outsiders to learn much about.
DC 25: Exact details on the society are difficult to discern, but chief among the Whispering Way’s goals are discovering formulae for creating liches and engineering the release of the Whispering Tyrant. Agents often travel to remote sites or areas plagued by notorious haunts or undead menaces to perform field research or even to capture unique monsters. Their symbol is a gagged skull, and those who learn too many of the Way’s secrets are often murdered, and their mouths mutilated to prevent their bodies from divulging secrets via speak with dead.

Theodore hit a DC 25, which is pretty high. And, you've got clues both from the Professor's journal (added to Campaign Info and also here) and from your observations at Harrowstone and Vesorianna's testimony.

The Professor's Journal:
Several entries are circled in red ink. The most recent is circled 17 days ago, the day the Professor died.
17 Gozran, 4701 AR 10 years ago
The Whispering Way is more than just a cabal of necromancers. I see that now. Undeath is their fountain of youth. Uncovering their motivation does not place me at ease as I thought it might. Their desire to be eternal simply makes them more dangerous.

19 Kuthona, 4710 AR 2 months ago
It is as I had feared. The Way is interested in something here in Ravengro. But what could it be?

18 Abadus, 4711 AR 1 month ago
Whatever the Way seeks, I am now convinced their goal is connected to Harrowstone. In retrospect, I suppose it all makes sense—the stories they tell about the ruins in town are certainly chilling enough. It may be time to investigate the ruins, but with everyone in town already being so worked up about them, I’d rather not let the others know about my curiosity—there’s plenty of folks hereabouts who already think I’m a demonologist or a witch or something. Ignorant fools.

29 Abadus, 4711 AR 20 days ago
It is confirmed. The Way seems quite interested in something—no, strike that—someone who was held in Harrowstone. But who, specifically, is the Way after? I need a list of everyone who died the night of the fire. Everyone. The Temple of Pharasma must have such a list.

31 Abadus, 4711 AR 18 days ago
I see now just how ill prepared I was when I last set out for the Harrowstone. I am lucky to have returned at all. The ghosts, if indeed they were ghosts (for I did not find it prudent to investigate further) prevented me from transcribing the strange symbols I found etched along the foundation—hopefully on my next visit I will be more prepared. Thankfully, the necessary tools to defend against spirits are already here in Ravengro. I know that the church of Pharasma used to store them in a false crypt in the Restlands at the intersection between Eversleep and the Black Path. I am not certain if the current clergy even know of what their predecessors have hidden down below. If my luck holds, I should be able to slip in and out with a few borrowed items.

1 Calistril, 4711 AR 17 days ago
Tomorrow evening I return to the prison. It is imperative the Way does not finish. My caution has already cost me too much time. I am not sure what will happen if I am too late, but if my theory is right, the entire town could be at risk. I don’t have time to update my will, so I’ll leave this in the chest where it’ll be sure to be found, should the worst come to pass.

Is the plan to spend a few hours asking around town this afternoon while Tiff and Ismene are scribing spells? What specifically would you ask?

Or would you rather just go back to Harrowstone in the morning?

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